You are on page 1of 20

FEATURES

How to Become a Sorcerer


To obtain the Sorcerer Trait on a particular sim, you need to go into Build Mode and place a Suspicious
Lump of Clay anywhere on the Lot (this is a variation on the Lump of Clay added through the mod).

The Suspicious Lump of Clay has one interaction on it: Investigate Object. The tooltip says the
consequences of investigating may be permanent, but with 2.0 and beyond, you can remove the trait using
the Suspicious Lump of Clay.

When the interaction completes, your sim will now have a new hidden trait and a Spells menu with a
toggle "Show/Hide Magical Energy Tingles," even if they are as young as Toddler. Toddler and older can
get the trait, but Toddlers and Child sims have a different (and very limited) experience. Teen or older
gets access to all the main features of the trait.

See the Toddler and Child sections respectively for information on how the trait works for them. The rest
of the mod info will be based on sims who are Teen or older.

Now that you have the trait, clicking on your Sim will reveal a new menu called Spells. Under Spells,
you'll see a menu called "Meditate on the Spirit of Llamadeus..." Under this menu, you'll see three
interactions: Ritual of Digestive Control, Ritual of Runner's Vigor, and Ritual of Forced Isolation.
Hovering over each tells you what it gives you, uniquely.

You can only complete one Ritual and it will define what flavor of Sorcerer you end up with, in terms of
Needs. Every type gets two new Needs called Magical Connection and Alignment. These two Needs
replace two of the six default Needs. The rituals and traits are as follows:

 Ritual of Digestive Control gives a trait called Iron Insides. With Iron Insides, Bladder and Hunger are
replaced by Magical Connection and Alignment.
 Ritual of Runner's Vigor gives a trait called Never Bedheader. With Never Bedheader, Hygiene and
Energy are replaced by Magical Connection and Alignment. [To avoid some weird bugs, Hygiene decays
very slowly instead of being locked at max. I may explore an alternative to this in the future.]
 Ritual of Forced Isolation gives a trait called Sociolite. With Sociolite, Fun and Social are replaced by
Magical Connection and Alignment.

Once you've chosen a Ritual and completed it, your sim can begin being a Sorcerer!

How to Become a Sorcerer (Sorcerer needs out of sight and mind)


Instead of one of the three rituals named in the previous section, you can instead choose Ritual of
Neutrality. This option will add Magical Connection and Alignment, but they'll be pushed down out of
view and locked in place (Magical Connection locked at full and Alignment locked at a neutral, middle
level, something like 0). You will still be able to pursue the Dark and Light skills, just without any
managing of the Magical Connection Need or impact from alignment going light or dark. You won't be
able to do the alignment lock rituals if you go this route, for obvious reasons.
This option can be used by Plant Sims and Vampires, as well as normal Sims. If you do a supernatural,
make sure you do it in the order of becoming the supernatural then doing Ritual of Neutrality. Otherwise,
you may see some weird, undefined behavior with the sorting of the Needs in the UI.

Alignment
Alignment functions similarly to the Vampire Energy Need. It doesn't decay and it only changes based on
casting Spells. Each time a Light or Dark spell is cast, Alignment increases by 10 points (Light) or
decreases by 10 points (Dark), impacting your experience as a Sorcerer.

Alignment impacts how fast you gain Light/Dark skill and how fast you make friends/enemies with other
Sims.

Spells cost 5 Magical Connection by default. As you progress in Alignment, spells go up in cost for the
opposing side. It progresses at a rate of +2 cost for every 10 Alignment. For example, if you reach -50
Dark Alignment, that's 2x5=10. So now if you cast a Light Spell, it will cost 5+10=15 Magical
Connection. At -100 Dark Alignment, a Light Spell will cost a total of 25 Magical Connection.

If you use an Alignment-Lock Ritual (see the section Mastery for details), your spell cost for that
Alignment is now 0. For example, if you reach Max Dark Alignment, Level 10 Black Arts skill, and use
the Ritual of Eternity, casting Dark Spells will now cost 0 Magical Connection. Light Spells, on the other
hand, will have another +25 cost, totaling it to 50 Magical Connection for each Light Spell.

Get Famous Reputation


If you have Get Famous, performing alignment-oriented spells in public will affect your reputation. Light
spells will give Good reputation and Dark spells will give Bad reputation.

Mischief Arts will give some Bad reputation, with the amount depending on whether the spell is Single-
target (small), Burst (medium), or Mass (large). See the Spells Mischief section for details on the ways
that high Skill Mischief Arts Sorcerers can impact their reputation loss.

As of V2-5-0, you can gain a very small, not very noticeable amount of fame through spells in some very
specific circumstances. If you target a Sim in public who is 2 or more fame levels higher than you with a
spell (White Arts, Black Arts, Mischief Arts) you should get a little bit of fame. This was only
implemented for spells where you are targeting another Sim with a spell by clicking on them. Picker
interactions and other types don't have any such fame integration at this time.

Magical Connection
Unlike Alignment, Magical Connection works more or less like a normal Need, with some consequences
for letting it get too low. When it gets moderately low, you get a +3 Dazed Moodlet. When it reaches rock
bottom, you get a +40 Dazed Moodlet. And if it gets too low, you won't be able to cast most spells. Like
Vampire Power, Magical Connection is the "power cost" Need. Casting a spell costs you Magical
Connection.

To fill the Magical Connection Need, you can use Practice (click on your Sim and find Practice under
Black Arts or White Arts). Later on in Specializations Spells, you'll have an alternative way for each
Specialization to refill Magical Connection. They are: Domination = "Drain Needs (Instant)", Destruction
= "Show Reaper Garb (gain Magical Connection passively over time)", Greed = "Enchant to Steal Money
from Vault", Empowerment = "Sacrifice Needs (Instant)", Deification = "Lock Magical Connection",
Creation = "Instant Ready to Evolve"

Note that Magical Connection only goes down from using Spells (doesn't decay naturally on its own).
This was changed in version 3.0 to accommodate the greatly increased number of possible spells to
unlock or use.

Specializations Overview

 Light and Dark spellcasting is now centered around 6 Specializations, 3 for each Alignment.
 Rather than being visible skills, Specializations operate in "ranks" and they can decay (but very
slowly). After 2 sim days of no usage, you'll get a warning that your Specialization is going to start
decaying soon. 2 sim hours after that, it will begin decaying. To give you a sense of the decay speed, if
you were at the cap of XP in a Specialization, it would take about 9 sim days (including the time it takes
for the decay to start) to go from capped XP to 0. To reset the decay to another 2 sim days before starting
to decay, all you have to do is use a spell that belongs to the Specialization in question.
 When you click on your sim, under each Specialization in its pie menu, you'll see an interaction that
says "Current Rank: X", where X is the rank you are at. For example, at the beginning, it will say
"Current Rank: None." After obtaining the first rank, it will say "Current Rank: Student" and so on. If you
click on this interaction, it will trigger a notification that tells you a few things about your rank: How
much XP you have, how much XP you need to have to retain your current rank, and how much XP you
need to reach the next rank. Despite Specializations not being visible in the UI, I wanted to make sure you
can manage them nonetheless and this was an important part of that.
 Every time you cast a spell, you will get XP relating to the Specialization menu it was found under. For
example, casting Enchant to Kneel, under the Domination menu, will give you Domination XP. As you
reach new ranks of a Specialization, you'll unlock more spells. The amount of XP needed for each rank
goes up some as you progress, but you can also get more XP from spells as you increase your
Black/White Arts Skill. If you want to subvert the XP and/or decay system entirely, you can (with
testingcheats enabled) shift-click on your sim and use a variety of Cheats under the "Spells (Cheat)"
menu.

Specializations Spells
Note that when I say "Rank 1" for spells, technically, these spells are available at Rank 0 (the one that
shows up as "Current Rank: None"). I list them as Rank 1 because they are what you will be notified
about the first time you rank up and you only need to cast one spell in a Specialization to reach Rank 1.
Domination
Rank 1

 Drain Needs (bonded): Drain a sim's needs over time, filling up your own. You can drain any of the six
default needs (Fun, Social, Hunger, Bladder, Hygiene, and Energy). Target can be Teen and up.
 Enchant to Kneel (targeting a sim or targeting the ground): Target will kneel in place if targeting a sim, or
go to the place you clicked on and kneel there if you targeted the ground. Target can be Child and up.
 Enchant to Lie Here (targeting a bed): The chosen sim will relax on the bed. Target can be Child and up.
 Enchant to Sit Here (targeting a couch, chair, bench): The chosen sim will sit down on the chosen place.
For the most part, you should still be able to socialize with the target while they are in this state. Target
can be Toddler and up.

Rank 2

 Induce Panic (targeting a sim): The target will panic in place, slowly losing energy. Target can be Child
and up.
 Induce Panic About Object (targeting an object): The chosen sim will panic about the object, blocking
anyone from using it for the duration. Target can be Child and up.
 Induce Panic About Sim (targeting a sim): The chosen sim will panic about the targeted sim for about one
sim hour, causing the targeted sim to lose relationship with nearby sims periodically for the duration.
 Induce Panic (available on the Piano with Piano skill 10): Plays a song, nearby sims will panic while it's
playing and eventually pass out.

Rank 3

 Lull to Sleep (targeting a sim): Target will fall asleep in place. Target can be Toddler and up.
 Lull to Sleep (targeting a bed): Target will go to sleep in the bed, uninterrupted by most causes while
sleeping. Target can be Child and up.

Rank 4

 Enchant to Play (targeting a sim): Target will go do something Fun, if there is something Fun nearby that
they can do. Target can be Teen and up.
 Enchant to Shower (targeting a sim): Target will go shower or bathe. Must be a shower or bath on the lot,
for you to be able to use this ability. Target can be Teen and up.
 Enchant to Eat (targeting a sim): Target will go find/make something to eat. Must be a
fridge/oven/counter available on the lot for you to be able to use this ability. Target can be Teen and up.
 Enchant to Pee (targeting a sim): Target will go use the toilet. Must be a toilet available on the lot for you
to be able to use this ability. Target can be Teen and up.
 Enchant to Sleep (targeting a sim): Target will go to sleep (regular sleep, not like Lull to Sleep). Must be
a bed available on the lot for you to be able to use this ability. Target can be Teen and up.

Rank 5

 Drain Needs (instant): Drain a sim's needs instantly, filling up your own and refilling Magical
Connection. You can drain any of the six default needs (Fun, Social, Hunger, Bladder, Hygiene, and
Energy). Target can be Teen and up.
 Subjugate (targeting a sim): Creates a special relationship between the sorcerer and target. With this
relationship active, the sorcerer can now dominate the target even further with the following abilities.
Target can be Teen and up.
 Subjugated Sim, Change Personality (targeting a subjugated sim): Brings up a window to change the
target's personality traits. (Note: You can use this on Teen or older if they are a played sim and Young
Adult or older if they are an NPC. This is to avoid an LE error / failure of the interaction, due to some sort
of limitation of the personality change tuning that I didn't want to spend a ton of time trying and failing to
address. I may see if there's a way around it in the future.)
 Subjugated Sim, Change Name (targeting a subjugated sim): Brings up a window to change the target's
name. (Credit and a big thank you to Scumbumbo for creating the script that enabled me to do this and for
giving me permission to use it.)

Destruction
Rank 1

 Induce Anger, Induce Sadness, Induce Discomfort (targeting a sim): Gives the target a very strong
negative moodlet of the type you chose (Angry, Sad, or Uncomfortable). Target can be Toddler and up,
excepting for Uncomfortable (toddlers are excluded from Uncomfortable buffs normally).
 Suppress Sadness, Suppress Anger, Suppress Discomfort (targeting yourself): The mood you chose will
be excluded from possible mood types while this is active. Note that a few moodlets may leak through
under special circumstances, but most should be excluded.

Rank 2

 Set on Fire (ground, sim, chair, table): Target is set on fire. If a sim, target can be Teen and up.

Rank 3

 Destroy Object (targeting an object): Destroys the object completely. Many objects are included here (can
provide a comprehensive list if needed).
 Break Objects in Range (area of effect): Most objects in range that can break will break. This excludes
things like unbreakable objects.
 Block/Unblock Positive Moods (targeting a sim): All positive mood types will be excluded for the target.
Note that a few moodlets may leak through under special circumstances, but most should be excluded.

Rank 4

 Reduce Age Stage (targeting a sim): Decreases the target's age stage (ex: Child to Toddler). You cannot
reduce past Toddler.
 Increase Age Stage (targeting a sim): Increases the target's age stage (ex: from Toddler to Child). You
cannot increase past Elder.

Rank 5

 Create Fire Dancer (targeting a sim): Lock the target into a deadly fire "dance" of panic... for the rest of
their life. Target can be Teen and up.
 Create Lightning Rod (targeting a sim): Call forth lighting to end the target's poor sim existence. Target
can be Teen and up.
 Create Whirlpool (targeting a sim): Create a hideously magical drowning puddle of water that the target
will... well, die in. Target can be Teen and up.
 Kiss of Death (targeting a sim): Kiss the target on the hand, ending their life. Target can be Teen and up.
 Erase Life (targeting a sim): Unlike other death spells, no one will react to it having happened. They may
react to Grim showing up, but that's it. Target can be Teen and up.
 Show/Hide Reaper Garb (targeting yourself): Toggles on the appearance of the Grim Reaper. A
somewhat darker colored Grim Reaper robes and hood because I thought the existing one was too gray
and not dark enough. You will also periodically gain Magical Connection over time, refilling it.

Greed
Rank 1

 Siphon Joy Into Wealth (targeting a sim): Target a sim who is happy and periodically drain happy
moodlets, while gaining ticks of money. Target can be Teen and up.
 Siphon Wealth from Object (targeting an object): Destroys the object and gives the caster some
simoleons.
 Siphoning Introduction (targeting a sim): Introduces the caster to the target and gets some simoleons in
the process. Target can be Teen and up.

Rank 2

 Wipe Relationship Tabula Rasa [Full], Wipe Romance, Wipe Friendship (targeting a sim): Wipe's the
casters relationship with the target in the chosen way. Target can be Toddler and up.

Rank 3

 Aura of Glamour (targeting yourself, pick a sim to apply to): Gives the picked sim greatly improved
success with romance. Picked sim can be Teen and up.
 Aura of Greed (targeting yourself): Sims nearby may come to you and "shower" you with money,
increasing your simoleons and boosting your Hygiene in the process.
 Aura of Forgery (targeting yourself): Boosts simeolon gain from Greed spells while active.

Rank 4

 Enchant to Fight (targeting a sim): Pick a sim for the target to fight with. As you can imagine, it will
damage whatever existing friendship they may have. Caster gets some simoleons in the process. Target
can be Teen and up.
 Enchant to Break Up (targeting a sim): Target's Significant Other must be on the lot for this to work.
Causes the target to break up with their partner. Caster gets some simoleons in the process. Target can be
Teen and up.

Rank 5

 Enchant to Steal Money from Vault (targeting a sim): Target goes into a rabbit hole interaction, returns
with simoleons for you when they are finished with a somewhat randomized amount. Note that reloading
or switching lots while they are doing the rabbit hole interaction will likely mess up the target's ability to
end the interaction as intended and pay you. It lasts 90-150 sim minutes. Refills Magical Connection.
Empowerment
Rank 1

 Sacrifice Needs (bonded): Sacrifice one of your needs to another sim over time. You can sacrifice any of
the six default needs (Fun, Social, Hunger, Bladder, Hygiene, and Energy). Target can be Toddler and up.
 Cathartic Healing (targeting a sim): Target another sim who is Sad when you are also Sad and lower Sad
moodlets on both Sims over time. Target can be Toddler and up.
 Heal Sickness (targeting a sim): Heals sickness if you have GTW and the target sim is sick. Target can be
Teen and up.
 Heal Workout Fatigue (targeting a sim): Heals fatigue on the targeted sim and prompts them to do a
workout if something is available to do one on. Target can be Teen and up.

Rank 2

 Simoleon Sacrifice (targeting yourself): Radiates out a special Happy buff for the duration that makes
sims more likely to hug each other; lose 1,000 Simoleons at the end. Recipients of the buff can be Toddler
and up.
 Transform Weight, Give Fat (targeting a sim): Periodically lose Fat while the target gains Fat; can be
canceled early by clicking on the interaction to cancel (otherwise, the spell continues until you have no
more Fat). Target can be Teen and up.
 Transform Weight, Take Fat (targeting a sim): Periodically gain Fat while the target loses Fat; can be
canceled early by clicking on the interaction to cancel (otherwise, the spell continues until the target has
no more Fat). Target can be Teen and up.
 Transform Muscle, Give Muscle (targeting a sim): Periodically lose Muscle while the target gains
Muscle; can be canceled early by clicking on the interaction to cancel (otherwise, the spell continues until
you have no more Muscle). Target can be Teen and up.
 Transform Muscle, Take Muscle (targeting a sim): Periodically gain Muscle while the target loses
Muscle; can be canceled early by clicking on the interaction to cancel (otherwise, the spell continues until
the target has no more Muscle). Target can be Teen and up.

Rank 3

 Aura of Nature (targeting yourself): Pick a sim to cast the buff on; the sim with this buff will be protected
from fire for the duration. Target can be Teen and up.
 Aura of Edibility (targeting yourself): Pick a sim to cast the buff on; the sim with this buff will be capable
of making food that doesn't spoil for the duration. Target can be Teen and up.
 Aura of Agriculture (targeting yourself): Pick a sim to cast the buff on; the sim with this buff will gain
Gardening skill at 5x the normal rate for the duration.

Rank 4

 Sacrifice Skill Gain (targeting a sim): Gives target a temporary boost to skill gain for the target and a skill
gain reduction for the caster. Target can be Toddler and up.
 Imbue with / Purge Magical Positivity (targeting a sim): All negative mood types will be excluded for the
target. Note that a few moodlets may leak through under special circumstances, but most should be
excluded. Purge removes it (it lasts forever otherwise). Target can be Teen and up.
 Imbue with / Workout Fatigue Protection (targeting a sim): Target won't experience workout fatigue
while this is active. Purge removes it (it lasts forever otherwise). Target can be Teen and up.
Rank 5

 Sacrifice Needs (instant): Sacrifice a need of yours to another sim instantly, draining yours, filling theirs,
and refilling your Magical Connection. You can sacrifice any of the six default needs (Fun, Social,
Hunger, Bladder, Hygiene, and Energy). Target can be Toddler and up.
 Empower (targeting a sim): Creates a special relationship between the sorcerer and target. With this
relationship active, the target will have bonuses when near the sorcerer: faster skill gain, faster
relationship gain, lower needs decay, and higher success rate with social interactions. Target can be Teen
and up.

Deification
Rank 1

 Llamadeus, Summon Llamadeus (targeting yourself): Summons Llamadeus herself to the lot. You can use
a couple of special interactions on Llamadeus, listed as follows. You can also ask Llamadeus to mentor
you in Black or White Arts Skill if you are using Practice and can chat to her otherwise like a normal
NPC. Llamadeus should be excluded from being targeted by most spells and I don't recommend
modifying her in CAS, unless you want to break something. :)
 Llamadeus, Ask About Universe (targeting Llamadeus): Llamadeus will give a notification response from
some random possible ones.
 Llamadeus, Ask About Appearance (targeting Llamadeus): Llamadeus will give a notification response
(the same one every time). There are limits to her creativity.
 Meditate on the Mysteries of The Universe (targeting yourself): Meditate in place, gaining XP in the
process. If high enough rank, you can loot a moodlet at the end that will slow needs decay for some time.
 Dry Out (targeting a puddle): Destroys the puddle.

Rank 2

 Enchanted Workout (targeting a treadmill): Periodically costs some Magical Connection, builds Fitness
skill faster than normal, and doesn't fatigue the sorcerer.
 Douse (target ground, sim, or object that is on fire): Instantly puts out the fire. Can only put out one
"piece" of fire at a time (e.g. if there is a raging inferno, it may take a few clicks).
 Stasis Field (targeting a sim): Target is placed in Stasis for the duration. While in Stasis, the target's
moods and needs don't decay, and they can't move or perform any actions. It also allows superspeed now
and the target will be frozen in an animation as if stuck in place.

Rank 3

 Lock/Unlock Magical Connection (targeting yourself): Locks Magical Connection at full.


 Lock/Unlock Relationship Decay (targeting yourself): Locks Relationship Decay, so that it never decays.
Works like the Beloved Trait that way.
 Meditate in Stasis (targeting yourself): Can pass time, go into superspeed, and generally be frozen in
place without mood or visible needs decaying for the duration.

Rank 4

 Lock/Unlock Fun, Social, Hygiene, Hunger, Bladder, Energy, Thirst, Water (PlantSim), Vampire Thirst,
or Vampire Energy (targeting yourself): Locks the chosen Need at full.
 Transcend Boss to Promote (targeting yourself): Promotes yourself in your job.
 Transcend Boss to Demote (targeting yourself): Demotes yourself in your job.

Rank 5

 Enable/Disable Super Fast Skill Gain (targeting yourself): Greatly increases skill gain while active.
 Disable/Enable Aging (targeting yourself): Pick any sim to disable aging on, including pets.
 Transcend / Yield to Temperature (targeting yourself): Makes you immune to the ill effects of
temperature while active.
 Transcend / Yield to Privacy Reaction (targeting yourself): Makes you immune to reacting to privacy
issues, in the same way as the Grim Reaper. (I ain't saying you're a reaper of death, it's just based off of
the same thing the Grim Reaper has.)

Creation
Rank 1

 Attempt to Increase Evolution (targeting food or drink): Works on food/drink that is of poor or normal
quality (not outstanding, not spoiled, etc.). At early rank and White Arts skill, there's a chance of failure
and reducing the quality. Once you reach the highest of levels, it's impossible to fail to increase quality.
(Note: This was going to be called "Attempt to Increase Quality", but I missed the implementation of the
string and didn't notice until right before release. As I was working with / waiting on some translators
already, I decided to use the plant string Attempt to Increase Evolution for now rather than try to stuff
another string in. I will likely correct this so it's more clear in a future update.)
 Attempt to Increase Evolution (targeting a plant): Attempts to increase the evolution progress of a plant.
At early rank and White Arts skill, there's a chance of failure and reducing the evolution progress. Once
you reach the highest of levels, it's impossible to fail to increase evolution progress.

Rank 2

 Attempt to Make Fresh (targeting food or drink): Attempt to turn take spoiled food or drink and make it
fresh again. At early rank and White Arts skill, there's a chance of failure, which will cause the plate/cup
to become empty. Once you reach the highest of levels, it's impossible to fail.
 Prolong Life (targeting a sim): Reset the age progress in the target's life stage. Target can be Toddler and
up, and can be Pets too.

Rank 3

 Attempt to Lock Freshness (targeting food or drink): Attempt to lock the freshness on food or drink, so
that it won't decay and become spoiled. At early rank and White Arts skill, there's a chance of failure,
which will cause the food/drink to become spoiled. Once you reach the highest of levels, it's impossible to
fail.
 Water Plants in Range (targeting the ground): All plants in range will become watered if not already.
 Clone Self in Owned Household (targeting the ground): Create a clone of yourself that gets added to your
household.
 Clone Self in Target Household (targeting a sim): Create a clone of yourself that gets added to the
household of the sim you targeted.

Rank 4
 Increase Chance of Boy/Girl (targeting a sim, targeting yourself): Target a pregnant sim, setting the
current gender chance to the highest amount for giving birth to a boy, or to the highest amount for giving
birth to a girl.
 Repair Objects in Range (targeting the ground): Most objects in range that are broken will be repaired.
 Clone Target in Owned Household (targeting a sim): Create a clone of the target that gets added to your
household.
 Clone Target in Target Household (targeting a sim): Create a clone of the target that gets added to the
target's household.

Rank 5

 Extract Spirit (targeting an urn or gravestone): "Pull out" the ghost. Note: Won't work if you've already
released the spirit to the netherworld.
 Resurrect (targeting a ghost): Bring the ghost back to life.
 Instant Ready to Evolve (targeting a plant): Make the plant instantly ready to evolve into its next stage.
(You'll still have to click Evolve for it to do the evolving part.) Refills Magical Connection.

Spells Mischief Arts


You start with access to the Skill Level 1 spells. To begin progressing in Mischief Arts skill, you can use
the Skill Level 1 spells listed below. The Mischief Arts is best paired with the Ritual of Neutrality, added
with V2-4-11. It can be played with the other rituals too, though it doesn't impact, or is impacted by,
Alignment or Magical Connection.

Some of these Spells require Seasons or Get Famous and may not appear at all if you don't have those
expansions. Some may appear, but won't do anything if you don't have the expansion in question.
Generally speaking, anything involving weather (Seasons) or reputation (Get Famous) requires those
expansions.

This is a departure from my normal MO of trying to make everything base game compatible. The reason
is, quite a few fundamental features of Mischief Arts were inspired by features from Seasons and Get
Famous, and I wanted to see what I could do with the possibilities opened up by those expansions.

If you are missing one or more of those expansions, the mod should still be compatible with your game,
the same as before. You just won't be able to get the full experience if you pursue the Mischief Arts.

Skill Level 1

 Apply Random Hairstyle (self target picker): The picked Sim will get a temporary buff that gives them a
random hairstyle/color. This buff is temporary and should not have a permanent impact on the Sim's
appearance in any way.
 Shrink Bladder (target): Makes the target pee themself. They also get a temporary buff that makes
Bladder decay much faster for a few hours.
 Summon Swarm of Bees / Summon Mini Storm Cloud (target): Visual effect and name is slightly
different depending on whether the current Season is Warmer (Spring, Summer) or Colder (Fall, Winter).
Target will run around the neighborhood, being chased by bees (Warmer Season) or a mini storm cloud
(Colder Season).
 Introduce to Imaginary Friend (target): Target will talk to an imaginary person for a while.
 Change Social Context (Funny, Awkward): Must be a targeted Sim you are introduced to. Will change the
current social context (if you are unfamiliar with the terminology, that's the part at the top, indicating how
the conversation is going). You can change it in a variety of ways as you get higher in skill, opening up
the ability to influence the conversation context in most possible ways a conversation can be.
 Telepathy, Create Telepathic Connection (target): The target will become a telepathic "hub," meaning that
telepathy-based interactions can pick them as a target.
 Telepathy, Remove Telepathic Connection (target): Remove the trait that makes the target a telepathic
hub.
 Telepathy, Chat (self target picker): Picked Sim must be a telepathic hub. Your Sim will look like they are
chatting with someone imaginary. Social Need will go up for both Sims (your Sim and the Picked Sim).
Mischief Arts will go up for the caster and for the Picked Sim (if they are a Sorcerer who can progress in
Mischief Arts Skill).

Skill Level 2

 Grow Mold (target must be food or drink): Changes the state of the food or drink to "spoiled." Let me
know if you notice anything weird with this. It's a generic state change applied to every type of food and
drink, so if any foods or drinks have special states for being spoiled, there may be oddities.
 Change Weather (self target): Can change the weather to Cold, Hot, Clear Skies, or Cloudy Skies.
 Change Social Context (Friendly, Suggestive, Boring): Must be a targeted Sim you are introduced to.
Will change the current social context.
 Change Weather Forecast (self target): Can change the weather forecast in a variety of ways, depending
on what Season it is. The number of possible ways should be the same as the weather machine.

Skill Level 3

 Fuse Components Together (target must an object that is breakable): Breaks the targeted object. Note that
a couple of objects have a special state for brokenness that I accounted for. If you notice any objects
where breaking it seems to break it in an unexpected way (repairing it won't work or some such thing), let
me know. I tried to cover as many breakable objects as I could think of and didn't find the time to test all
of them in detail.
 Change Walkstyle, Pee Walk, Sleepy Walk, or Panic Run (self target picker): Temporarily changes the
Picked Sim's walkstyle to the one you chose out of the three possible variations. Should override most
walkstyle priorities, with some exceptions.
 Change Social Context (Very Awkward): Must be a targeted Sim you are introduced to. Will change the
current social context.
 Telepathy, Play (self target picker): Picked Sim must be a telepathic hub. Your Sim will look like they are
dancing with no one. Fun Need will go up for both Sims (your Sim and the Picked Sim). Mischief Arts
will go up for the caster and for the Picked Sim (if they are a Sorcerer who can progress in Mischief Arts
Skill).

Skill Level 4

 Change Season, Spring, Summer, Fall, Winter (self target): Changes the current Season to the one of your
choosing.
 Burst of Apply Random Hairstyle, Shrink Bladder, Summon Swarm of Bees / Summon Mini Storm
Cloud, Introduce to Imaginary Friend (self target): Any Sim within range of the spell, with the exception
of the caster, will be impacted by its effect.
 Change Social Context (Hilarious): Must be a targeted Sim you are introduced to. Will change the current
social context.

Skill Level 5

 Induce Extreme Laughter (target): Gives the target a 4h, +50 Playful moodlet, making them dangerously
Playful, assuming they are of an age where such is dangerous. If they are younger (ex: Toddler, Child,
Teen), they will just be highly Playful, no danger.
 Change Weather (self target): Can change the weather to Blizzard, Rain, Thunderstorm, Snow, or
Heatwave.
 Change Social Context (Distasteful, Tedious): Must be a targeted Sim you are introduced to. Will change
the current social context.
 Telepathy, Nap (self target picker): Picked Sim must be a telepathic hub. Your Sim will use the same
animation as the one used in the Sleep on Ground mod. Energy Need will go up for your Sim like a
normal Nap, with an additional minor Energy gain for both your Sim and the Picked Sim. Mischief Arts
will go up for the caster and for the Picked Sim (if they are a Sorcerer who can progress in Mischief Arts
Skill).

Skill Level 6

 Apply/Remove Blame Disguise (self target): Prevents reputation loss from performing Mischief Arts
spells in public that would normally give a loss to reputation.
 Burst of Change Walkstyle, Pee Walk, Sleepy Walk, or Panic Run (self target): Any Sim within range of
the spell, with the exception of the caster, will be impacted by its effect.
 Change Social Context (Amorous): Must be a targeted Sim you are introduced to. Will change the current
social context.

Skill Level 7

 Enchant Locks to Open (target must be a residential door on a lot that is not your own): Works exactly
like the Vampire house entry ability. Grants you entry to a residential home that is not your own, without
being invited in.
 Burst of Induce Extreme Laughter (self target): Any Sim within range of the spell, with the exception of
the caster, will be impacted by its effect.
 Change Social Context (Offensive): Must be a targeted Sim you are introduced to. Will change the
current social context.

Skill Level 8

 Lock/Unlock Door (target must be a door on a lot that is not your own): Works like the Vampire door
locking/unlocking abilities.
 Mass Apply Random Hairstyle, Shrink Bladder, Summon Swarm of Bees / Summon Mini Storm Cloud,
Introduce to Imaginary Friend (self target): Every currently loaded Sim who can normally qualify as a
target of the ability in question, with the exception of the caster, will be impacted by its effect.
 Add/Remove No Mischief Mark (self target picker): Makes the Picked Sim immune to most Mischief
Arts spells. More specifically, it nullifies the effects of spells that have a Burst and Mass version. This is
so that if you want to effect most Sims with a large impact spell, but you want one or more in particular to
be immune to the effect, you can set up something like that.
 Change Social Context (Insufferably Tedious): Must be a targeted Sim you are introduced to. Will change
the current social context.
Skill Level 9

 Attribute Blame to (self target picker): The Picked Sim will temporarily get some blame when you cast
Mischief Arts spells in public. More specifically, spells that would cause a loss in reputation will cause
the Picked Sim to lose some reputation as well. Enjoy tanking the reputations of Sims you don't like!
 Mass Change Walkstyle, Pee Walk, Sleepy Walk, Panic Run (self target): Every currently loaded Sim
who can normally qualify as a target of the ability in question, with the exception of the caster, will be
impacted by its effect.
 Change Social Context (Abhorrent): Must be a targeted Sim you are introduced to. Will change the
current social context.

Skill Level 10

 Apply/Remove Blame Reversal (self target): With this active, Mischief Arts spells that would normally
cause a loss in reputation will cause a gain in reputation instead. Negative flipped to positive, in other
words. Note: This does NOT impact the "Attribute Blame to" interaction. That interaction will still cause
a reputation loss for the Picked Sim, not a reputation gain.
 Mass Induce Extreme Laughter (self target): Every currently loaded Sim who can normally qualify as a
target of the ability in question, with the exception of the caster, will be impacted by its effect.
 Enchant Boss to Promote (self target, must have a career): Instantly promotes your Sim. Much like the
trickster gods in so many tales, your Sim has the ability to influence their job status and move up in the
world easily. Enjoy being ridiculously powerful!
 Change Social Context (Steamy): Must be a targeted Sim you are introduced to. Will change the current
social context. In case you're wondering, this is the strongest Romance social context and this interaction
will cap it out at the highest amount, making Romance a breeze (or, well... far easier).

Spells White Arts


The majority of spells that were unlocked through White Arts are now unlocked through Specializations
instead. What remains is in the list below. Note that White Arts will also provide passive bonuses, like
increased Specialization XP gain and increased success rate of some spells. It will also increase with each
use of a Light spell, so you will grow in White Arts Skill along with growing in Specializations.

Skill Level 1

 Practice: Increases White Arts Skill over time.


 Enchanting Introduction: Works like Friendly Introduction, but stronger.

Skill Level 10

 Mentor: Sorcerers using Practice can ask a sim with Level 10 Skill to Mentor them, gaining skill faster.
 Imbue with Magic: Gives the targeted sim the sorcerer trait.

Spells Black Arts


The majority of spells that were unlocked through Black Arts are now unlocked through Specializations
instead. What remains is in the list below. Note that Black Arts will also provide passive bonuses, like
increased Specialization XP gain and increased success rate of some spells. It will also increase with each
use of a Dark spell, so you will grow in Black Arts Skill along with growing in Specializations.

Skill Level 1

 Practice: Increases Black Arts Skill over time.


 Enchanting Introduction: Works like Rude Introduction, but stronger.

Skill Level 10

 Mentor: Sorcerers using Practice can ask a sim with Level 10 Skill to Mentor them, gaining skill faster.
 Strip Magic: Removes sorcerer trait/abilities from the targeted sim, same removal operations as the
"Return Magic to Object" interaction on the Suspicious Lump of Clay.

Spells Neutral
A few Spells are functionality I wanted Sorcerers to have, but it didn't make sense to force them into the
roster of Light or Dark Spells. They are as follows:

 Walkstyle like the Vampire Super Speed. Toggle under Spells with "Enable Enchanted Run / Disable
Enchanted Run"
 Change Outfit: Target a sim and pick the outfit for them to change into out of their available outfits.
 Teleport as... Lamadeus' Torch (Neutral Alignment) / Purity's Flame (Light Alignment) / Reaper's Shroud
(Dark Alignment): Teleports yourself to the selected area.
 Teleport as... (picked sim)(click on the ground and pick a Sim in the zone to teleport to the selected area)

Spells Neutral - Minion System


The Minion system operates under the pie menu category Spells > Minion. Most commands are done by
targeting another sim. A few (which I'll specify below) are used by targeting yourself and picking a sim to
apply the command to.

Minion Roles are the core of the minion system. They specify what limitations are set on the minion,
while the role is active.

As of version 3-1 or later, you can toggle "Enable/Disable Ignore Weather." With "Ignore Weather"
enabled, the minion will ignore weather as a mechanic completely.

As of version 3-0 or later, you can toggle "Enable/Disable Always Minion." With "Always Minion"
enabled, the minion will enter the minion role upon entering a lot, no matter when or where (this includes
being summoned!). Note that some priorities could override it, but the minion will probably enter the role
even if other roles are applied, applying whatever behavior restrictions may be toggled on, in the process.
Such restrictions could cause conflicts with other priorities, so be wary of, for example, applying it to a
restaurant worker.

As of version 2-5-1 or later, some changes have been made to allow more flexibility in applying minion
roles/uses and mixing things up in the way you want them to be. You can get a little more creative with it
than in the past.

Instead of choosing one role over another, most roles can now be combined, toggling them on/off at will.
The exception to this is the Guest role and Restricted mode. When a sim is Restricted, they will only do
the narrow behaviors allowed by any active roles. Guest is a role that is NOT narrow and is meant to
allow most normal sim behavior, so it automatically deactivates Restricted mode and vice-versa.

You can now also Set Mood of the minion to any mood.

The following are the roles you can toggle on/off (note that Romance role has been removed, but you can
get the same result by combining Guest and setting the minion's mood to Flirty).

 Dance: The minion will follow around the sim who applied the role to them and dance near them. If more
than one Sorcerer has control over the same minion, the minon may pick one or the other at random to
dance near.
 Guest: The minion, if on a residential lot, will treat it as if they are a welcome guest. If they are not on a
residential lot, they will likely just perform whatever range of actions is normal.
 Maid: The minion will clean things up if there is anything to clean.
 Musician: The minion's Guitar, Violin, and Piano skills will be immediately set to max level. They will
play Guitar, Violin, or Piano if one is available to play.
 Painter: The minion will paint if there is an easel available to paint on.
 Repair: The minion will repair broken objects if there are objects available to repair.
 Gardener: The minion will tend to plants in need of care.

Some general details about how Minions work:

 Only NPCs (uncontrolled sims) can have minion commands used on them.
 Minions with a role active can be chatted with normally, though they may interrupt chatting to do
whatever action is high priority for them, if available.
 Minion Needs are locked at max while a role is active, so you don't need to be concerned with managing
their needs.
 PlantSims and Vampires can be minions, in addition to normal sims. Sorcerers cannot.
 Minions with a role active will always use the Run walkstyle, making them super efficient at getting
around to perform their role. Note: Vampires may use super speed or teleport instead of Run, if it's active
when they take on a minion role.
 Minion roles can be applied on public lots, though they were designed with residential in mind, so they
may not be all that interesting outside of the home.
 A minion will stay in its active role forever, unless: 1) You use Dismiss on it or, 2) You leave the lot and
the minion leaves the role for some reason that I don't have a fix for. Minions may stick around if you
travel, they may not. Expect some inconsistency with this aspect of it. Minions will leave the role if
*they* travel, for sure.
 Once a role has been successfully applied to a target once, that target will have a permanent relationship
bit with the Sorcerer who made them a minion, even if they don't have any roles currently active. This
relationship bit can be removed with the ability Release, explained in detail below in the special
commands.
 Upon exiting their special Sleep interaction, a minion's needs are all set to full. This is to ensure that they
aren't staying low somehow, as the result of (for example) a Sorcerer instant drain interaction.

Special minion commands (these commands are always available for a Sorcerer who has made the target
into a minion at least once):

Targeting the Minion

 Sleep: Puts the minion into a sleeping interaction. This is to allow you to go into the highest game speed,
without the presence of minions screwing it up. To wake the minion from this, target them with a sorcerer
and use Wake Up.
 Dismiss: Forces the minion to leave the lot. In case you're wondering, this can be used on both residential
and public lots.

Targeting Yourself and Picking a Sim

 Summon: Works like the voodoo summon ability. Can only be used on a minion who isn't currently on
the loaded neighborhood somewhere. It will bring them onto the lot, to you (they may have to walk/run to
you once they spawn, so don't expect to see them instantly). They may try to run off immediately after
being summoned; this is because they can be summoned even if at work or occupied with something else
like that. You'll want to watch for them and apply a minion role when you see them, to make sure they
don't run off. (Note that if you have "Always Minion" enabled, you shouldn't have to worry about them
trying to run off when summoned anymore.)
 Release: Removes the relationship bit between Minion and Sorcerer, so that they are no longer considered
a minion of that sorcerer. The minion must be present on the loaded neighborhood somewhere for you to
do this. It will also apply the functionality of Dismiss, so that they'll be sure to leave, as opposed to
getting stuck in a role.
 Sleep (can pick up to 7 minions at a time): Tells the minion(s) to go into their special Sleep interaction.
 Wake Up (can pick up to 7 minions at a time): Tells the minion(s) to Wake Up from their special Sleep
interaction

Targeting the Ground

 Sleep (can pick up to 7 minions at a time): Tells the minion(s) to go to the location you clicked on and
then go into their special Sleep interaction.
 Go Here (can pick up to 7 minions at a time): Tells the minion(s) to go to the location you clicked on.

Mastery
When you've reached Level 10 in White Arts or Black Arts, have maxed Alignment of the related type,
and have mastered a Specialization of the related type, you can choose from one of three rituals under the
menu Devote Yourself to the Light/Dark to lock your alignment and gain a special trait in the process. It
will lock the Specialization decay for the chosen type. They are as follows:

Light

 Ritual of Transcendence: +50 Fine Buff that can be toggled at will.


 Ritual of Salvation: Special Ability Sacrifice Magical Connection under White Arts menu; tank your
Magical Connection and fill all of the target's needs to full. Target can be Toddler and up.
 Ritual of Creation: Special Abilities Create Life inside Target and Create Life inside Self under White
Arts menu; target another sim and make yourself or them pregnant. Target can be Young Adult and
up. NOTE: This seems to be incompatible with MC Command Center's MC Pregnancy / MC Woohoo
modules, due to the strict rules it applies to pregnancy. I'm aware of the issue, but it's not the simplest
thing to fix. I'm not sure if I even can fix it, if MC Command Center's rules are too strict to get around.

Additionally, all Light traits unlock the optional toggle Purity's Aura and optional toggle Hover walkstyle.

With Purity's Aura active, the Sim will have a sun VFX in the middle of their chest. To activate the
component that causes nearby Sims to come to them and cheer for them, like a famous person being
mobbed, go to Spells (Cheat) > Reaction.

Dark

 Ritual of Eternity: Become Immortal, aka: Can't age or die.


 Ritual of Might: Special Ability Fight for Llamadeus's Favor under Mean menu; drains the target's
needs and fills your Magical Connection. Target can be Teen and up.
 Ritual of Wealth: Special Ability Wealth from Death under Black Arts menu; kill the target and gain
50,000 Simoleons. Target can be Teen and up.

Additionally, all Dark traits unlock the optional toggle Reaper's Aura and optional toggle Hover
walkstyle.

With Reaper's Aura active, the Sim will have a Grim Reaper black smoke VFX by their feet. To activate
the component that causes nearby Sims to run away and panic, go to Spells (Cheat) > Reaction. While
said Sims are panicking, the Sorcerer can use "Scare" on them, which will cause them to pee themselves.

As of version 3-0 or later, there are two new Alignment Lock rituals, one Light and one Dark, Ritual of
Radiance and Ritual of Shadows. These require the same things as listed above, with one difference: You
need mastery in all three Light Specializations, or mastery in all three Dark Specializations. They also
give you access to all three perks/abilities. For example, Ritual of Shadows would give you the traits
Fighter, Counterfeiter, and Immortal, and lock Domination, Destruction, and Greed decay.

As of version 3-1 or later, you can use the Ritual of Infinite Balance to get access to everything and lock
everything, light and dark. The requirements for it are: Grandmaster in all specializations, max
Light/Dark skill, and Alignment at 0 (the middle). Ritual of Infinite Balance unlocks the abilities:

 Reveal Type of Sims on Lot (targeting yourself): Temporarily adds a visual to some sims on the lot.
Those included are PlantSim, Vampire, Alien, Sorcerer, Good Trait, and Evil Trait. The visual is distinct
for each, so that you can recognize what kind of sim they are at a glance.
 Reveal True Form (targeting another sim): Target a Vampire or Alien and force them to change into
their undisguised form.

Child
Child Sim Sorcerers can't cast Spells yet. In the wise words of a petulant child, "Maybe later."

Child Sim Sorcerers have a different relationship with magic than older sims. They have a lot of magical
energy, but don't understand how to use it yet. Sometimes this can manifest in the form of Spontaneous
Combustion. Spontaneous Combustion works as follows:

Spontaneous Combustion: When Angry, there's a chance that your Child Sim may spontaneously
combust, i.e. catch on fire.

The exact numbers for chance of it happening are: Minimum 4 hours initially, maximum 8 hours initially.
Then min 6 hours, max 24 hours. It's intended to be rare overall, rather than being something you
habitually have to deal with. But let's keep it moving before we catch on fire here...

After spontaneously combusting at least once, Child Sim Sorcerers can ask an older Sim who is a
Sorcerer to do a Flame Containment Spell on them, which protects them from spontaneously combusting
for two days. This buff is called Combustion Suppression and when it's added, all Tense, Angry, and
Uncomfortable buffs are removed. (This does not apply to buffs that are dependent on something other
than time remaining, like the low Hygiene discomfort from being dirty after being on fire, nor does it
apply to buffs of these types that are added AFTER Combustion Suppression is added.)

Child Sim Sorcerers can also Teleport, with some heavy caveats. For a Child Sim to be able to Teleport, a
Teen+ Sorcerer needs to do the interaction with them, under Friendly, called "Imbue with Teleportation
Power." Upon completion, the Child Sim Sorcerer (let's just call him Bob... that's easier to type... Bob is
an easy name). Upon completion, Bob gains a 6 hour, +2 Fine buff called Teleporty Tingles. Bob can
now click on the ground and use Teleport as Llamadeus's Torch.

The catch is, when Bob teleports he'll get a 30 second, +3 Uncomfortable Moodlet called Queasy. While
Queasy is active, Bob can't Teleport. His little Bob body isn't built for such speed. Once Queasy drops,
Bob can Teleport again, provided he still has the Teleporty Tingles buff.

Toddler
Like Child Sims, Toddlers can't cast Spells. They can't spontaneously combust either. So what can they
do?

What they can do is use the Suspicious Lump of Clay to get the Sorcerer trait. Once they have it, they will
have a new interaction available if you click on them called "Play." They can do it autonomously, so let
me know if you feel that it happens too often.

This interaction, like the connotation of the word "play," is for "fun." It doesn't do anything other than
look cute and give them some Fun Need. It looks magical though, so there's that. Weirder stories!

Toddlers can also be teleported by older Sims and will get a buff specific to their Toddler trait as a result.

^
Inheritance and Club Filters
If you would like to have either of these features in relation to the Sorcerer mod, head on over
to KlingonDragon's mod and add that to your game, in addition to this mod.

Cheats
To make cheats easier to use, there is now a cheats menu called "Spells (Cheat)", containing a variety of
cheat interactions. You can find it by shift-clicking on your sim when testingcheats is enabled. The cheat
interactions are as follows.

Spells (Cheat) > Set to Min (sets the Specialization to 0 XP / Rank 0, or if Alignment sets it to full Dark)

 Domination
 Destruction
 Greed
 Empowerment
 Deification
 Creation
 Alignment
 All Sorcerer Specializations (sets all Specializations to min)

Spells (Cheat) > Set to Max (sets a Specialization to maximum XP/Rank, if a Skill sets it to max level, if
Alignment sets it to full Light)

 Domination
 Destruction
 Greed
 Empowerment
 Deification
 Creation
 Black Arts
 White Arts
 Mischief Arts
 Alignment
 All Sorcerer Specializations (sets all Specializations to max)
 All Sorcerer Skills (sets all Sorcerer Skills to max)

Spells (Cheat) > Lock Decay (locks decay for the Specialization - this is a separate lock from the one in
mastery)

 Domination
 Destruction
 Greed
 Empowerment
 Deification
 Creation
Spells (Cheat) > Unlock Decay (unlocks decay for the Specialization - this is a separate lock from the one
in mastery)

 Domination
 Destruction
 Greed
 Empowerment
 Deification
 Creation

Spells (Cheat) > Apply Blame Disguise (turns off Reputation gain/loss from spells for the specified type,
Light or Dark)

 Black Arts
 White Arts

Spells (Cheat) > Remove Blame Disguise (turns on Reputation gain/loss from spells for the specified
type, Light or Dark)

 Black Arts
 White Arts

Spells (Cheat)

 Lock / Unlock Magical Connection

You might also like