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Spellcaster

Spellcaster

A life state · Featured in: The Sims 4: Realm of Magic

Spellcaster

A spellcaster with her wand.

For spellcasters in previous games in the series, see Witch.

Spellcasters are a life state introduced in The Sims 4: Realm of Magic.[1] Spellcasters are denizens of Glimmerbrook and The Magic Realm. Spellcasters can cast spells as well as concoct potions to cause a variety of magical effects.

Becoming a spellcaster[]

Create a Sim[]

TS4 CAS Spellcaster Button

Spellcasters can be made directly in Create a Sim like other occult types, but they are the first to only have one form. Spellcasters also appear to have access to some customisation options from other life states such as pointed ears, vampire facial customisation and vampire/mermaid teeth. It is unknown if this is intended.

Inherited[]

Just like other occults, a child can become a natural born spellcaster as long as one of the parents is a spellcaster. One parent being a spellcaster and the other a non-spellcaster has a 50% chance to have the child inherit spellcaster powers, and both the parents being spellcasters will always result in a spellcaster child. Spellcaster children will not manifest their abilities until their teen years.

Rite of Ascension[]

A normal Sim can become a spellcaster through completing a quest given by one of the three Sages in Glimmerbrook and enacting a ritual known as the "Rite of Ascension".[1] Spellcasters who reach the rank Virtuoso can also learn the "Rite of Ascension" spell through the Sage of Practical Magic, which can be used to instantly turn other Sims into spellcasters.

Turning into a human[]

A spellcaster can become a normal Sim by asking one of the three Sages in Glimmerbrook and enacting a ritual known as the "Rite of Dissolution", refunding all perks as talent points, and removing their ability to use Magic. After turning into normal Sims, they are able to experience other occult types like Mermaids, Vampires or Werewolves.

"Rite of Dissolution" won't cause Sims to forget their learned Magic, and can be undone by "Rite of Ascension". Once a Sim decides to be a spellcaster again by "Rite of Ascension", they will regain all the magic abilities they had before "Rite of Dissolution", including spells, potion recipes, rank and unused talent points.

Magical bloodline[]

See also: Inherited traits

Children born to spellcasters develop a magical bloodline trait, which will benefit them when they acquire their magical powers aging into teens.[2] If a human child is born being a spellcaster, the human Sim's parents will also inherit the trait, however, they won't be able to benefit from it until they've turned into a spellcaster through the Rite of Ascension. Sims born with any of the bloodline traits who aren't spellcasters can skip the quest for the sages and instantly ask for the rite.

Sims that are created or turned as spellcasters start off with no bloodline trait, but their children will gain the "Weak Bloodline" trait. If the spellcaster life state is kept down the family tree, the bloodline trait will become a "Strong Bloodline" and eventually an "Ancient Bloodline". If the spellcaster life state isn't kept down the family tree, the children will still inherit the bloodline trait but will degrade over generations until the bloodline trait is bred out.

Icon Trait Description
Weak Bloodline This Sim's parents had no Bloodline traits. Sims with the Weak Bloodline trait gain an additional talent point at each Spellcaster rank to spend towards perks. They also gain Spellcaster experience faster and reduce the chance of overloading by 10%.
Strong Bloodline At least one of this Sim's parents had a Weak Bloodline trait. Sims with the Strong Bloodline trait gain an additional talent point at each Spellcaster rank to spend towards perks. They also gain Spellcaster experience faster and reduce the chance of overloading by 20%.
Ancient Bloodline At least one of this Sim's parents had a Strong or Ancient Bloodline trait. Sims with the Ancient Bloodline trait gain an additional talent point at each Spellcaster rank to spend towards perks. They also gain Spellcaster experience faster and reduce the chance of overloading by 50%.

Spellcaster Charge[]

Spellcaster Needs

Spellcasters have normal needs just like any other human Sim, although they can view their needs when accessing their perks menu and spell book.

Above the spellcaster's needs, it will display a globe of the spellcaster charge that indicates how much charge a spellcaster has. Spellcaster charge fills up every time a spellcaster uses magic and only goes down overtime or when the spellcaster manually discharges their magical energy, which can only be done once every few hours.

Regular - the calm state of spellcaster charge, when casting spells it fills the charge with a blue liquid but otherwise no magical benefits or dangers present the spellcaster.

Charged - When the spellcaster charge fills up around halfway, the pool will change to orange signaling sufficient charge while also giving confidence to the spellcaster. While the spellcaster charge is at this level spells are more powerful and success chance is lightly decreased, the spellcaster Sim will also gain a visual of sparkling magic every now and then on their body.

Overcharged - When the spellcaster charge fills up past 2/3rds of the way, the pool will change to pink signaling an overwhelming amount of charge while also giving the spellcaster a tense moodlet. While the spellcaster charge is at this level spells are extremely powerful as well as success chance is moderately decreased, however, curse chances have been increased. The spellcaster Sim will also gain more frequent visuals of sparkling magic as well as uncontrollable energy releases.

Dangerously Overcharged - When the spellcaster charge fills up completely it displays a cracked globe, the pool stays pink but with hues of purple as well signaling a dangerous amount of charge with a pulsing light. While in this stage soon enough the spellcaster Sim will experience a magical overload which will levitate the Sim in the air and violently release magical energies around them before falling to the ground singed. If the spellcaster enters dangerously overcharged again too soon they will experience death by spellcaster overload.

Curses[]

NightWraith

Night Wraith that will stalk cursed sim.

If a spellcaster fails a feat of magic they can be cursed which will negatively affect them and their spells, similar in a different way with the fame quirks that celebrities can receive in The Sims 4: Get Famous. Curses appear within the spellcaster's needs panel as well as each spellcaster can acquire up to 3/10 curses.[3] Curses can easily be dispelled by drinking the Potion of Curse Cleansing or with the Decursify spell. Curses can also be outright prevented with the Hexproof perk, however, it will not cleanse any existing curses on the Sim prior to the purchase.

Curse Name Description Effect
Curse of Awkward Embraces You’re just really into hugging and touching others now. It’s too hard to resist. Awkward. The curse will randomly force a sim to awkwardly hug a random Sim which cannot be cancelled, however, Sims will usually accept it. The action can sometimes be cancelled by itself or overwritten by pushed interaction.
Curse of Infectious Laughter Sometimes you just can’t stop laughing, even in inappropriate situations and often times spread it to others. Cursed Sim will randomly start laughing randomly, any sims present in the room with the cursed Sim will also start laughing. The interaction cannot be cancelled or overwritten. If the Sim is doing another interaction (e.g. sleeping) it will either be forced to stop or will continue and laugh after finishing the interaction.
Curse of Repulsiveness What a horrifying visage! This will cause terror and disgust in all nearby Sims. Socializing will be much harder. There's a much higher chance that social interactions will fail, even if towards friends. Sims may vomit after seeing your Sim.
Curse of Scrambled Spells You’re losing control of your magic. Casting will sometimes have random powerful results. Sim's spells will always fail and may have random negative outcomes.
Curse of Uncleansable Stench You are eternally drenched in the smelliest of gym sweat constantly. Showering does nothing! Sim's hygiene bar is lowered on the red, it can't be raised even by showering.
Curse of Uncontrollable Charge You now draw too much Magical Energy. All gains are increased. Any magical interaction will drastically fill the magical charge bar, putting the spellcaster at risk of magic overload. On the other hand, this curse also makes the Sim level up faster than usual.
Curse of Unwarranted Hostility Sims around the spellcaster will randomly insult and/or start fights with them. The Sim will be targeted for insults or fights by other random Sims.
Curse of the Duelist Be prepared to get into more duels! It’s going to be a lot harder to win, and rewards won’t be as good. Nearby spellcasters will provoke your sim into duels which will be much harder to win by your Sim and rewards will be of low quality.
Curse of the Night Wraith A Spectral Stalker is hunting you. But where are they now?! Good luck trying to sleep! Sim's energy will always be very low and sim will be unable to fall asleep or take a nap. Additionally, Night Wraith itself can appear at night.

Magic[]

Main article: Magic

There are four magic styles that spellcasters can learn and are: Practical, Mischief, Untamed, and Alchemy. They are not mutually exclusive, so spellcasters can learn more than one style at once.[4] Spellcasters can learn up to 24 spells and 15 potions, which can both be logged in a spell book.

Items[]

Spellcasters can acquire a variety of magical items such as spell books, magic brooms, and wands. Wands are optional as players can choose to have spellcasters do magic simply with their hands instead. Every spellcaster receives an object known as the "Glimmerstone", which can be used to teleport to the Magic Realm without having to go through the portal in Glimmerbrook.

Item Name Notes
Glimmerstone Automatically placed in Spellcaster's inventory. Used to travel to The Magic Realm when clicked and option selected.
Magic Mote Collect 7 Magic Motes and turn them in to any of the 3 Sages in The Magic Realm to become a Spellcaster. Spellcasters with the Mote Hound perk can also eat them for some Spellcaster XP. If the Spellcaster has the perk Mote Hound they can also always see Magical Motes and collect them.
Brooms Brooms are used as transportation. Item can be stacked.
Wands Spellcasters can cast spells with a wand instead of their hands. Item can be stacked.

Spells[]

Spellcasters can learn 24 spells across the three schools of magic, ranging from teleportation, to transforming Sims into objects, starting fires, summoning ghosts, and resurrecting deceased Sims. Spells can backfire, with the likelihood increasing if the spellcaster's level is lower than what is required for the spell.

Spellcaster Ranks[]

Spellcasters can level up in ranks through experience and training in magic. Spellcasters have six ranks:

Rank 0 - Apprentice
Rank 1 - Neophyte
Rank 2 - Acolyte
Rank 3 - Adept
Rank 4 - Master
Rank 5 - Virtuoso

Spellcasters can earn experience naturally by:

  • Being mentored by higher level spellcasters
  • Practicing magic
  • Reading spell or potion tomes
  • Having a summoned familiar

Perk Points[]

As a spellcaster gains rank they gain perk points. Perk points are used to obtain perks.

  • Neophyte: +1 Perk Point
  • Acolyte: +2 Perk Points
  • Adept: +2 Perk Points
  • Master: +2 Perk Points
  • Virtuoso: +3 Perk Points
  • Max Level Virtuoso: +1 Perk Points per full bar

Perks[]

TS4 Spellcaster Perks

There are a total of 24 perks from which spellcasters can choose. There are three columns of perks that must be bought in rows, but perks outside the columns don't have the restriction and can be bought as long as the spellcaster is of the appropriate level. The three perk trees seem to be unnamed but it they run along the lines of Prowess, Alchemy and Spellcasting.

Rank 1 (Neophyte)
Knowledge is Magic Sim reads and does computer research at a faster rate. These interactions also provide Magical experience over time.
Prowess
Prowess
Blender Arm Potion crafting speed significantly increased.
Alchemy
Alchemy
Discharge This Sim can now cast Discharge which empties spellcaster charge.
Spellcasting
Spellcasting
Incredible Forager This Sim receives more items when harvesting magical ingredients in the Magic Realm. N/A
Experimenter When experimenting and practicing, Sim gains experience faster with fewer failures. N/A
Rank 2 (Acolyte)
Mote Hound Sim can now always see Magical Motes and collect them. Motes can be consumed for experience and minor, random motive boosts.
Prowess
Prowess
Frugal Combination Chance on potion creation that all of the required ingredients will not be used.
Alchemy
Alchemy
Power Shunt Casting a spell now adds significantly less spellcaster charge.
Spellcasting
Spellcasting
Insightful Eye Research, experiment, and tome reading speeds are all greatly increased. N/A
Spellcaster Socialite Unlock Magical social interactions with other spellcasters that will provide some spellcaster experience. N/A
Rank 3 (Adept)
Charge Control All spellcaster charge increases are reduced.
Prowess
Prowess
A Little Extra Chemistry Potions crafted by the Sim are surprisingly tasty and have an additional small benefit triggered when the potion is consumed.
Alchemy
Alchemy
Spectral Reach Sim can now cast long distances (without having to move closer to the target). Also, Sims no longer know who cast the spell on them so they won’t react negatively towards you.
Spellcasting
Spellcasting
Practiced Practicality Practical Spells & Potions always succeed when Sim is in a normal spellcaster charge range. Failure is greatly reduced in Charged and Overcharge states. N/A
Mischief Master Mischief Spells and Potions always succeed when Sim is in a normal spellcaster charge range. Failure is greatly reduced in Charged and Overcharge states. N/A
Tame the Untamable Untamed Spells & Potions always succeed when Sim is in a normal spellcaster charge range. Failure is greatly reduced in Charged and Overcharge states. N/A
Rank 4 (Master)
Hexproof Sim is now protected from Curses.
Prowess
Prowess
Mix Master Extra servings will be in the cauldron each time a potion is successfully created.
Alchemy
Alchemy
Master Caster Casting spells no longer fails when the Sim is in a normal spellcaster charge range. Backfires are greatly reduced in Charged and Overcharge states.
Spellcasting
Spellcasting
Natural Mentor Increased relationship and skill gains when training or experimenting with other spellcasters. N/A
Magical Discounts Sim receives a 50% discount on all purchases from the market stalls in The Magic Realm. N/A
Rank 5 (Virtuoso)
Magical Resonance While in The Magic Realm, the Sim is extremely powerful. They are protected by Death from Overload and can Build Charge and Discharge their Spellcaster Charge levels. Also increased success chance of potion-making, drinking, and spellcasting.
Prowess
Prowess
Potent Potables Effects on all potions are increased and/or last significantly longer. Sim can now Hex their Potions to have them always fail.
Alchemy
Alchemy
Master Duelist This Sim has significantly increased chances of winning a duel and reaps better rewards from them.
Spellcasting
Spellcasting

Interactions[]

Spellcasters have a variety of special interactions marked by a book symbol and usually under the "Magic" interaction within the pie menu.

Interactions with other spellcasters[]

Spellcasters can enthuse about magic as well as discuss magical topics to one another. They can share potions, cast spells on one another, and even duel together. Spellcasters who are of a higher level can offer magical training to lower-level spellcasters.

Spellcasters have many options for dueling each other:

  • Friendly Duel - Doesn't provide rewards or losses.
  • Heated Duel
  • Duel for Artifacts - Duel to receive the Wand or Broom of the opponent. Player controlled spellcasters vs NPC spellcasters will not lose their Wand or Broom. Familiars, albeit not noted, can be wagered for as well.
  • Duel for Knowledge - Duel to receive knowledge of a spell the opponent knows.
  • Duel for Ingredients - Duel to receive ingredients the opponent has.

The Magic Realm[]

Main article: The Magic Realm

Spellcasters are most commonly found within the Magic Realm, which is a location outside the normal dimension other worlds exist within. Plenty of spellcasters go there to practice their magic, talk with other spellcasters, collect magical artifacts as well as ingredients, or even duel at the dueling grounds.

Familiars[]

Main article: Familiar

Spellcasters can bind familiars to themselves to aid them in spellcasting and protect them from dying. Spellcasters can collect as many familiars as they want, however only one can be summoned at a time.

Rite of Dissolution[]

If a spellcaster wishes to no longer have magic or suffer from magical curses, they can ask a Sage to perform the "Rite of Dissolution" which will revoke a spellcaster of their magic.

You can always commit the Rite of Ascension again and regain all your powers as they were with the traits reset.

Trivia[]

Gallery[]

References[]

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