A witch or a warlock, the male counterpart,[TS2:AL] is a life state introduced in The Sims 2: Apartment Life and reintroduced in The Sims 3: Supernatural. The Sims 4: Realm of Magic includes a similar version of this occult type, called "spellcaster".
In terms of functions, gameplay, and features, witches are one of the largest and most complicated life states in the games. Most features of the life state are focused on magic, and the ways that witches can use it to manipulate their surroundings.
The Sims: Makin' Magic
In Makin' Magic, there are no special terms such as "witch", "warlock", or "wizard" for magical Sims, and being magical is not considered a life state. A magical Sim is simply one who has a wand in his or her inventory.
To use magic in Makin' Magic, an adult Sim can open the box left by the Mystery Man and get the magic wand. The box also contains some basic ingredients and a few MagiCoins. When the box is opened, A Hole in the Ground, a spellbook, and a wand charger will appear (these items can also be bought in buy mode). The wand charger also dispenses wands; an adult Sim who didn't get one from the Mystery Man's box can get one from a wand charger. A child can get a child's wand from the MagiCo NeoMagical Newt, which must be bought in buy mode. A Sim can give up their magic by going to Magic Town and selling their wand to the Mystery Man.
However, having both the powers and appearance of a witch/warlock is possible, and will require a Sim to use the Beauty or Beast charm and select the witch/warlock costume so they'll temporarily take on the appearance of a witch/warlock (depending on the Sim's gender). This charm requires 3 beeswax that can be homemade (by the beehive) or bought from Magic Town. The change in appearance will be lost if the changed Sim changes into any other outfit or takes a shower/bath.
The Sims 2: Apartment Life
Witches as a defined life state first appeared in The Sims 2: Apartment Life. They're the most complex life state of the occult states available, featuring a categorized alignment system and item check-based spellcasting mechanic. Among other things, witches have many new other abilities. They can craft potions and objects, travel to other lots via broomstick, teleport around lots, and access the magic sub-hood's lots. Witches can only be in the teen to elder life stage bracket, with toddlers and children being unable to engage in witchcraft.
Becoming a witch/warlock
To become a witch in The Sims 2: Apartment Life, a Sim (teen, young adult, adult or elder) must be turned by one. This can be done by either befriending a High Witch (who at times show up at a community lot) and asking to be taught the ways of light/darkness, or directing a playable witch with enough magic skill to cast Magus Mutatio on the target Sim. Once done, the Sim will become either a good or evil witch, depending on the type of witch who turned them, and will have an extended name including their alignment tile (e.g, "Goneril Capp the Evil Witch"). They will also receive witch attire (robe and hat) and the required kit (cauldron and spellbook) to partake in magic. Their colors will be determined by the witch they were turned by.
Females may appear to wear laced corsets, but this is actually the lacing that holds the robe closed. The newly turned witch may then purchase goods from other witches, including reagents, as well as a new cauldron or spellbook. To cure a witch of the life state, they must drink the Witchbegone-E potion after crafting it or purchasing it from the High Witch.
While witches and warlocks receive distinctive clothing, they can change into normal clothing and headgear, which has no effect on their magical powers. Every time a witch or warlock passes an alignment threshold, he or she will automatically be dressed in a new robe and hat.
Players can use the testing cheat to make the process easier by summoning a High Witch via mailbox debug menu, dragging the relationship bars to 100, and/or making a witch temporarily selectable and having them cast the Magus Mutatio spell onto the target Sim, making them into a witch/warlock.
Each spell requires a certain level in magic or a specific number of reagents to be available, these can be obtained by purchasing them from NPC witches, or crafted in a cauldron. Unlike in The Sims: Makin' Magic, Sims aren't required to prepare spells before casting, and instead just require the right combination of reagents on the spot. Witches with higher magic skill have a higher success rate when casting spells and have access to more powerful spells.
Spells are organized into three categories: Good, Neutral, and Evil. Sims can study good, neutral, or evil magic in their spellbook. This increases their magic skill, and changes their alignment toward the direction they are studying. To be able to use the strongest spells and craft the most useful items of each alignment, a witch must be at the maximum level of their alignment. For example, an Infallibly Good witch can cast Expello Mortis and also craft the Throne of Light, a chair which charges all motives simultaneously if used by witch with correct alignment. Alternatively, a witch would be required to achieve Atrociously Evil status before being able to cast Vivificus Zombiae and craft the Throne of Darkness. The two thrones do exactly the same thing, but if a non-magical Sim sits in the chair, no mood effects will occur. If a witch sits in the opposite chair (i.e. an evil witch sits in the Throne of Light), the witch's motives will go down rapidly. Neutral witches will benefit from both types of chair.
Potions, reagents, and exclusive new objects can all be crafted in the cauldron, but some reagents can be bought at the secret magic lot of the witch's alignment. With the exception of reagents, each requires a certain level of magic and/or alignment to be available for crafting.
Reagents, potions, and crafted objects can be put up for sale in a player-owned business if Open for Business is installed; there is, however, no controller that can be used to assign employed witches to craft reagents or other objects in a cauldron, which means that any witch items crafted by anyone other than the lot owner will have to be manually transferred to the lot owner's inventory before they can be restocked.
Casting more "Good" spells will result in a witch becoming Good, and casting even more will make the witch Infallibly Good. Both alignments wear white robes and hats, craft items which suit the good witch aesthetic, and have cauldrons which emit blue smoke. Infallibly Good witches also have a blue aura and gold sparkles on their skin. Good spells are intended to improve other Sims' lives or their environment.
While crafting with their cauldrons, good witches will often let go of their spoons and read what looks like a cookbook for the various craftables; the spoons will move by themselves, continuing to stir the brew.
Using a "Neutral" spell will move a witch closer to the neutral alignment. They will thus make a good caster less good and an evil caster less evil. Neutral witches and warlocks have spellbooks on plain wooden stands, and their cauldrons emit white smoke. Neutral witches, when wearing normal clothes and a normal hairstyle, will appear as almost completely normal Sims. The only known visible difference between neutral witches and normal Sims is that neutral witches have a tiny transparent yellow sparkle behind their right ear, which can't be seen easily. Hovering the cursor over the Sim to see his/her name will give the extended name that identifies him/her as a witch.
Once enough "Evil" spells are cast, a witch will become Evil or Atrociously Evil. They will wear black robes, craft gothic-looking items, and have a cauldron which emits red smoke. Atrociously Evil witches have green skin and a sickly green aura, similar to the Wicked Witch of the West from The Wizard of Oz, or from the Broadway musical, Wicked (despite the resemblance, they will not die when doused with water).
While making craftables, evil witches will periodically stick their fingers into their cauldrons and taste their brew, then let out an evil cackle before resuming.
If Pets is installed, a witch may find a feline familiar that reflects their alignment. Spectral cats can be summoned from The Void at any time, and may return to The Void when they're too uncomfortable, or when their owners leave the lot. Feline familiars are like cats except in appearance, the lack of bladder need, and ability to breed. If treated well, the feline familiar is more likely to stay. They can be trained, but cannot acquire a job.
A High Witch is an NPC witch that sometimes shows up at a community lot. These witches are also found in their corresponding witch lot, appearing as if they reside there. If the High Witch somehow dies or gets cured of witchery (via testingcheats), he/she will be replaced by a new one.
They can only be of Good or Evil alignment and are usually female. As suggested by their title, they are at the highest maximum alignment level. They also all have a maximised spell-casting ability at level ten, making them very powerful. Upon arriving to any lot, they will occasionally cast either the Beautificus/Corruptus Locus spell and summon a spectral cat based on their alignment when idling.
Neutral witches and witches of the same alignment as the High Witch can purchase cauldrons, spellbooks, reagents and potions from them. As such, good witches cannot buy items from the evil High Witches and vice versa. For example, if a good witch attempts to do business with an evil witch, the evil witch will cross her arms and look at the other witch with a dirty look, and on the upper-right of the screen, a critical comment will be made by the other witch.
Who they are depends on the neighborhood. In Belladonna Cove, the High Witches will always be Phoebe Adams (Good witch) and Frances McCullough (Evil witch). In other neighborhoods, the High Witches will be chosen randomly.
In Magic stealth sub-neighborhood, there are three premade Atrociously Evil witches and three premade Infallibly Good witches. They will be the default High Witches in the neighborhoods outside of Belladonna Cove. Players have discovered that in the neighborhoods outside of Belladonna Cove, the Good High Witch is usually an elderly woman with high personality points in nice. There are also three premade Neutral witches that don't appear in-game, and can only be found using cheats.[which?] Their names are randomized at the start of the game. The following names are only referenced in the game files:
- It has been rumored that the High Witch is Bella Goth; however, The Sims 2 Chat confirms that Bella Goth is not a High Witch.
- Witches can be combined with other life states, to make a hybrid, such as a witch-zombie.
- Teens, regardless of aspiration, do not get any witch-related wants or fears. The want trees pertaining to becoming witches or being cured of witchery do not include the teen life stage. This makes it possible to turn non-knowledge Sims into witches, and possibly accept this life state even into adulthood.
- Although Good witches and Evil witches often have a rivalry, it is possible for them to be friends. If the player has non-NPC witches, they can most certainly make the witches develop a positive relationship. The rivalry between Frances McCullough and Phoebe Adams has been noticed by many players of the game. Evil witches have also been known to autonomously irritate or fight with Good witches.
- Good and Evil witches can summon spectral assistants. An evil witch's assistant will fight a specified person, and a good witch's assistant will clean up around the home. However, Neutral witches do not have this ability.
- A good witch's spectral assistant will sometimes drink tap water when left with nothing else to clean or repair. Drinking too much water will generate a puddle beneath the specter who will then mop the puddle up.
- Witches can visit any secret lot regardless of their alignment. There is no restriction for a witch from one alignment to go to the other alignment's secret lot. For example, an Evil witch can go to the Good witch's secret lot. There is no neutral High Witch, unlike the good High Witch and the evil High Witch, and there is also no secret lot for neutral witches.
- There have been some cases where there were two High Witches of each alignment. This is because the whole game (whether the neighborhood is custom or not) has 2 default High Witches of each alignment.[which?]
- Witches can appear on player-owned business lots while the player is running them, and will usually just cast Beautificus/Corruptus Locus, summon their familiars, and leave after a short time. However, a player can assess their interest and show them their wares, and even earn stars from them.
- If a player-owned business has an Electrono-Ticket Machine, the High Witch or Warlock will have to pay to stay on the lot, and will leave without casting a spell if he or she is not interested. That can be useful if the player does not want an evil witch to cause vermin to appear.
- If the witch has paid for a ticket, the player can make her stay by asking her to join a poker game, for example. The High Witch's motives, except hygiene, are static, and she will continue doing her activities for a long time, which will provide the business owner with income and customer loyalty.
- Teleporting is the only spell that doesn't require any reagents.
- In The Sims 2, if a Sim's eyebrows and facial hair (if any) are a different color from their hair, the eyebrows and facial hair will change to the color of that Sim's hair.
- The term High Witch might be a reference to the 1983 Roald Dahl book The Witches, which features an evil Grand High Witch who is also portrayed by Anjelica Huston in the 1990 movie adaptation of the same name.
- If ordinary sims interact with an evil witch's caldron, they will attempt to inhale the fumes but then gag and autonomously go get a glass of water
The Sims 3: Supernatural
Witches make a return in The Sims 3: Supernatural expansion pack as one of the four playable life states included in that pack. Witches can cast spells, charms, and curses to better their own lives or the lives of others, or cause ruin and mischief. Unlike The Sims 2: Apartment Life, both genders are called Witch, instead of Warlock for males.
To become a witch in The Sims 3: Supernatural, a Sim that is a teen or older can buy the Bottled Witches' Brew from an alchemy shop. A Sim with at least level 9 in the alchemy skill can make the elixir using Aleister's Alchemy Station. Once the elixir is obtained, the Sim must drink it to become a witch. Sims can throw it onto others to turn them as well.
Sims also have a chance to be born a witch if one or both of their parents is a witch. They can't use their powers until they become a teenager. However, the ability to make toys disappear will let the player know whether the Sim is or isn't one.[confirmation needed] The easiest way to check is by looking at the infant from another Sim's relationship panel, where the thumbnails of witches are displayed with a yellow border.
Alternatively, Sims may be created as witches in Create a Sim.
Sims can use a Potent Cure Elixir to cure themselves, or other Sims, of witchcraft. A witch's romantic interest can ask the witch to Forsake Witchitude, which will trigger a special opportunity. Sims can complete the opportunity by visiting the Vault of Antiquity or the science lab and be cured afterward.
Unlike other life states, a witch's physical appearance has no special features; witches and normal Sims look just about the same. Witches can wear witch-styled robes, gowns, and pointy hats if the player so chooses, but those are ordinary clothing options available to all Sims, regardless of their life state.
Witches ages from teen to older automatically receive a Classic Witch Wand, the most basic magic wand, and the ability to learn the spellcasting hidden skill. Younger witches are unable to use magic fully until they reach the mature age. However, witch toddlers will occasionally make their toys disappear and reappear in their hands.
All witches start out with the ability to Play With Magic and Conjure an Apple. Conjuring apples materializes apples in their inventory, while playing with magic is primary used to refill Fun motive. Both abilities slowly build the spellcasting hidden skill, which unlocks more spells as they progress with it. Once a witch reaches level 3 of the spellcasting skill, they gain the ability to engage in spellcasting duels with other witches. The winner is determined by the level of their spellcasting skill, and will gain a positive moodlet, while the loser will gain a negative moodlet, each lasting for 3 hours. The result may also be draw, in which both witches gain a neutral moodlet. This is a good method of increasing their spellcasting skill.
With the exception of conjuring apples, all spell casting abilities require wielding a magic wand. The limitation can be overcome with the Magic Hands lifetime reward for 20,000 lifetime happiness points eliminates the need to use magic. With it witches can cast spells using only their hands, as well cast them at a lower magic power cost without failing.
Witches always use a magic broom as their default long-distance mode of transportation, even if they do not have one in their inventory. Children by default ride with Zoomsweeper Junior magic broom, while older sims use Zoomsweeper Classic. Witches benefit the most from using brooms, as their magic power replenishes faster while riding one, or while performing stunts and tricks in the magic broom arena.
Witchcraft is genetic, meaning that if one of the parents is a witch, there is a 50% chance that the offspring will be a witch as well. If both parents are witches, the offspring will certainly also be a witch. Since witchcraft is genetic, a clone of a witch will also be a witch. Witches do not possess an extended lifespan, unlike other life states.
Like fairies, witches possess a magic power meter, which depletes every time a witch uses magic. Magic power regenerates over time, and can be replenished instantly by using an Essence of Magic elixir. During the full moon, witches spend 50% less magic power and cast at a 25% more successful spell rate.
If the magic power meter is reduced to 50%, the witch will gain the Magic Power Waning neutral moodlet. If it is reduced to 25%, the witch gains the Magic Power Critical negative moodlet. When the magic power is completely depleted, the witch will get the Magic Power Depleted negative moodlet, which will prevent the magic power from regenerating for 6 hours, unless replenished via an elixir.
Witches also have several "passive" abilities, bonuses, or aspects, such as the following:
- In the relationship panel, witches are displayed with a yellow border around their thumbnail, just like several other life states.
- Witches have their own unique social interactions: Brag About Broom Riding and Enthuse about Magic.
- Playing with magic is a frequent wish for witches.
- Witches learn the alchemy skill faster than normal Sims.
- According to game tip's, witches get a special discount when purchasing items from the consignment register.
- If a witch owns a cat or a minor pet, it will give them the Animal Familiar moodlet, which will increase the skill gain rate toward the spellcasting hidden skill, and lowers their magic power depletion. The moodlet is gained when in close proximity to the pet (or when carrying it, in the case of minor pets).
- Witches are good in defending themselves from tricks pulled by the other occults. For example, when a fairy performs a fairy trick on a witch, there is a good chance it will backfire on the fairy instead of the witch. The fairy will then receive a negative moodlet depending on the trick pulled.
- At level 5 of the spellcasting skill, witches will begin performing more advanced animations when using magic, and the yellow magic trail emanating from their wand will become magenta with blue particles.
- Witches cannot clone themselves with the Clone Voucher lifetime reward.
Witch spells in Supernatural are categorized under charms, spells, and curses. Magic power is required to cast spells, and each spell has its own magic usage. Spells also have a chance to fizzle or fail, which can yield negative results on the caster. It can be decreased by using higher quality wands or higher spellcasting skill.
There are a total of 20 spells, including Bewitching Rain and Conjure Apple.
Note: Unless stated otherwise, all spells take 3 seconds to cast.
Charms are spells that when casted on a target benefit them in a certain way. Witches can and may autonomously cast these on themselves.
- (Level 1) Good Luck Charm: Grants the target the Feeling Lucky moodlet, which gives +5 mood and lasts for 24 hours. When it backfires, the witch will receive a Feeling Unlucky moodlet.
- (Level 4) Love Charm: Grants the target the Imminent Romance moodlet, which will cause the target to become attracted to the next person who talks to them and lasts for 24 hours. Advanced love charms also grant a big relationship boost, although the Sim can only become a romantic interest, and it doesn't allow Sims to start an official relationship with the target. However, if the spell fails, the target Sim will be an instant nemesis of the next person he/she talks to.
- (Level 6) Hunger/Thirst Charm: Replenishes the hunger or thirst need bar of the target.
- (Level 6) Bladder Charm: Replenishes the bladder need bar of the target.
- (Level 6) Hygiene Charm: Replenishes the hygiene need bar of the target.
- (Level 8) Sunlight Charm: Cures zombies and other negative moodlets, including allergies[TS3:S], as well as granting the target the Bathed In Sunlight moodlet, which gives +15 mood for 2 hours, immunity to Pestilence Curse, and protection from vampires. If used on werewolves in their wolf form, it will revert them to human form, and will cause the Too Much Sun moodlet to appear on vampires.
- Moodlets this spell is capable of curing include, but are not limited to:
- (Level 4) Toadification Curse: Grants the Toadified moodlet, which causes a few changes to the target, including their skin changing colors and their head becoming a giant toad head. There are a number of cures for the Toadified moodlet, including the Cure Elixir, Potent Cure Elixir, Sunlight Charm, and a special toad kiss which the Toadified Sim may request from another Sim. Normal Sims are the only ones to be affected by the curse, while all other occults are immune to the spell.
- (Level 5) Haunting Curse: Causes a ghost to haunt the target, granting the moodlets Haunted and Scared, or backfires and causes instant death to the caster. Haunted causes -20 mood and lasts for 2 days while Scared causes -25 mood and lasts for 3 hours (Scared will even affect characters who have the brave trait). The spell is more likely to backfire by wielding a wand with low spell accuracy (cheap wand).
- (Level 7) Hunger/Thirst Curse: Reduces the hunger or thirst need bar to red.
- (Level 7) Bladder Curse: Reduces the bladder need bar to red.
- (Level 7) Hygiene Curse: Reduces the hygiene need bar to red.
- (Level 8) Pestilence Curse: Grants the Sick and Tired moodlet, which if not cured within 24 hours causes the Pestilence Plague moodlet, which causes -30 mood and lasts for 2 days. Within the latter half of the Pestilence Plague moodlet, the Sim will have regular coughing fits. Both Sick and Tired and Pestilence Plague moodlets can be cured by the Sunlight Charm, a Cure Elixir, or a Potent Cure Elixir, while the Pestilence Plague moodlet can also be cured by waiting for the moodlet to expire. Once either of the moodlets are cured, the Sim will gain the Immunity moodlet, which will make them immune to the Pestilence Curse for 2 days.
- (Level 0) Bewitching Rain: Cast on the weather stone to cause other Sims to go crazy and do the rain dance. The spell requires The Sims 3: Seasons.
- (Level 0) Conjure Apple: Randomly conjures either an apple or a poisoned apple. evil witches have the option to conjure a poisoned apple on command.
- (Level 1) Conversion Ritual: Randomly turns one collectible into another collectible. Requires an end/coffee table or counter to use.
- (Level 2) Fire Blast: Shoots a blast of fire at the target. If cast at a Sim, it will remove the So Cold moodlet (if applicable) and grant the Singed moodlet. If the Sim is frozen by the result of ice blast, this spell will thaw them instantly instead.
It is possible for this spell to set the target Sim on fire, but will not kill them if casted on them directly. Clicking to cast it on the ground will start a fire on the lot on the targeted spot. Witches (if applicable) will always opt to light up fire pits and fireplace with this spell when possible. Witches will not react to the fire that were started by the spell.
- (Level 2) Ice Blast: Shoots a blast of ice and snow at the target. If cast at a Sim, it will remove the Singed moodlet (if applicable) and grant the So Cold moodlet, which causes -10 mood and lasts for 2 hours (this spell can target certain items, which will then break). It is possible for this spell to freeze a Sim solid, encasing them in ice completely and immobilized. The Sim can be thawed with either the Fire Blast spell or Sunlight Charm. It will also melt over the next few hours, freeing the Sim and leaving puddles behind. Casting the spell on a plumbing object will cause it to break. The spell will also be used to put out individual fires, as well as firepits and fireplaces that are lit up.
- (Level 3) Magical Upgrade: Upgrades any object; this doesn't contribute toward handiness skill, however. The duration of casting is dependent on spellcasting hidden skill level.
- (Level 9) Restoration Ritual: Cleans up the lot it is cast on, but will not put toys away or make beds. It also repairs broken objects on the lot and disarms pranks set up by children and teenagers.
- (Level 10) Reanimation Ritual: Cast on a tombstone. It will bring back the target Sim as a zombie(doesn't work on children's graves.)
Notes and trivia
- There is a reference to The Sorcerer's Apprentice film when the spellcasting skill is raised to level 9.
- Witches can cause untimely deaths to other Sims, though not directly.
- If the witch casts a Fire Blast spell, the target Sim will either be singed or be on fire. Alternatively, they can cast it on the floor of a household as many times as their magic power allows, likely resulting in some deaths, provided that no Sims put the fire out or any fire alarms go off. Sims with the evil trait draw delight from this. Strangely, Sims will still get money from fire loss, even though nothing may be lost in the fire that a Sim casts.
- A witch can cause death using the Hunger Curse or Thirst Curse (for vampires), in which case the hunger/thirst bar will decay and cause death.
- There seems to be a glitch related to the Fire Blast spell where the indemnity granted by the insurance after a fire could reach ridiculously high amounts (going as far as §300,000) if the said fire was the result of this spell, even if no objects were destroyed. This could be exploited to make considerable amounts of Simoleons in a very short time simply by using the Fire Blast spell anywhere the lot and then extinguishing the flames repeatedly. Purchasing the Magic Hands lifetime reward may cause this glitch.
- Witches in The Sims 3 are the only version of witches that cannot teleport in The Sims series.
- If their spellcasting skill is high, witches can use their magic to light up and extinguish the fireplace. They can also use their magic to extinguish fires.
Before the announcement of Supernatural, players could also buy the Lady Ravendancer Goth's Book o' Spells from The Sims 3 Store for 500 SimPoints. This item costs §72,000. They could also buy Lord Vladimir's Magic Cauldron from the Store for 600 SimPoints. Both of these objects can be found in buy mode under Misc. Entertainment/Skills. They can be bought together in a set named "More Magic!" or in a compilation for January 2012 from the Store.
The Sims 4: Realm of Magic
This occult type is renamed to "spellcaster" in The Sims 4: Realm of Magic, but it still functions mostly the same. Spellcasters can now practice four distinct types of magic, and summon a variety of familiars.