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Witch Guide

by feystruck

Witch FAQ.
Written by Rob Morris 3 September 2008. [email protected]

Written for www.gamefaqs.com. Official Prima Guide to Apartment Life consulted
for statistics and spell information.

Basic Info:
With the new expansion pack, come a new type of 'occult' sim. This time, it's
the Witch/Warlock. These are both the same type of occult sim, only the word
Witch refers to a female sim, and Warlock refers to a male sim. I will be using
the basic term Witch in this guide, to refer to both witches and warlocks.
When you first install the EP, the only source of magic will be the two 'Head
Witches', both are initially female (Though if you move-in/marry one of them,
their replacement can be of either gender), one of each Alignment, good and
evil. Their names and look will vary, but they will be instantly recognisable
by their clothes, big witch hat and glowing particles around them (Blue for
Good, Green for Evil. The Evil Witch also has dull green skin tone). The Good
Witch is very Nice, while the evil witch is very Grouchy.
All other stats are random. Each Head Witch has the maximum alignment, and
maximum magic skill.

Step 1: Finding a Head Witch
This seems to be the problem most players have with the new Witches. Making
the initial contact with a Head Witch, which will allow them to have playable
witches.
They only appear on community lots (Much like the vampire Count/Contessa from
Nightlife EP). Lots they appear on also include non-home player owned
businesses (OFB), College Community Lots, Vacation Community Lots (BV), but not
the Secret Vacation Lots (The Hidden Pagoda, Witch Doctors Hut and Bigfoot's
Cabin).
I've yet to see a witch arrive on a custom built community lot that doesn't
have a Phonebooth on it.
There are some differences to a Head Witches arrival on a lot, compared to the
Vampire Count/Contessa.
Where the vampire just wandered in like any other Sim, the Head Witch makes a
grand entrance. The fly in on a broomstick, landing (at least every time I've
seen them) right next to the Phonebooth on the community Lot. They then proceed
to cast a spell on the lot. For Good Witches, the spell makes it stop raining
(If it was raining), creates a golden burst of light with jingling bells and
chimes, and creates numerous butterfly or firefly spawns (Depending on time of
day). The Evil Witch causes it to start raining (If it isn't), creates thunder
and lightning (The Lightning doesn't strike any objects like natural lightning
does though), and spawns numerous cockroach swarms. After arrival, the Head
Witch will remain on the lot for a sim hour, before departing, if she is not
interacted with. Once interacted with, she remains on the lot like any other
sim, usually casting another spell when left alone, this time to summon a
spectral cat (See Spells).
The chances of a Head Witch arrival are altered by some situations. The Good
Witch is more likely to arrive during daylight, and also when it's raining.
The Evil Witch has increased chances of arriving when it's night, and not
raining. This is not exclusive though. I've seen Good Witches arrive at night,
and Evil Witches when it's already been raining. The two Head Witches can even
arrive when the other is still on the lot.
The important thing to remember when chasing down the intial contact with a
witch. Community lots do have a maximum population (Which varies depending on
your computer specs). If that limit is reached with no witches appearing, then
there is no chance of a witch arrival until another sim leaves the lot. So, a
fun lot with lots to do and plenty of autonomous needs satisfaction items, one
that keeps sims happy and staying there, is not a good place to go when
searching for witches. Stay away from lots with restaurants, Coffee Baristas,
and group fun activities. That way you have a high turnover of visitors,
increasing the chances of a witch arriving. I'm not saying Witches cannot
appear on lots like that, it's just that unless you are lucky enough to get an
early witch appearance, you likely won't see one for a long time.
In any case, the key thing to finding a witch is patience.  Your sims will need
to spend some time at the lot. Which can be a problem as I've just advised you
to steer clear of lots that can keep your sims needs topped up and let them
stay longer.
The solution to this dilemma is the self interaction, meditation. This is
available to all sims of age teen or above, with a logic skill of 3 and a
playful stat of 7 or less (At playful 8+, meditation is replaced with juggle).
This interaction is perfect when hunting a witch contact, as it freezes the
meditating sims needs bars and aspiration/mood bars. With this ability
available, find a spot where your sim can sit down and start going 'Ommmm'.
Obviously, in cold weather, it's best to do this in some indoor area, because
your sim can still freeze. Try to pick a place where you can keep an eye on
the Phone Booth. Then, speed up time.
While waiting in speeded up time, keep close attention on the witch arrival
area (The Phonebooth). As soon as you see anything happen near it, pause or
go to normal speed. If it's just a normal sim walking by there, go back to
high speed. If however, it's a witch...keep paused. Now, while paused, cancel
your sims meditation, and queue up a few 'Greet' interactions with the Witch
(In case one times out while your sim gets to their feet). The witch will stay
on the lot for an hour, if she doesn't get any interactions, before she leaves,
so if you paused quickly enough, you should easily have time to talk to her.

'The Matchmaker Method' (Which requires Nightlife EP) of finding a witch might
be a bit quicker, but it will cost you simoleons and also need you to alter a
sims turn on's. All you do here is make sure a sim has turn-ons of Witches and
Hats/Headgear, then pay the Matchmaker $5000 or more, and she should
immediately spawn one of the witches for a date (This has the bonus of giving
you a head start in the relationship scores). I don't like it because it costs,
and requires use of re-nu-yu potion or the aspiration changer reward, which I
consider a waste, given you can do it for free if you have a bit of patience.
But, this is an option for those who wish to use it.

Once you've interacted with her, that's the hard part over. She's now on your
sims contact list, and contactble like any other sim. She even has no working
hours.

Step 2: Becoming a Witch
Now you just need to socialise the Head Witch up to 70/20, using whatever
social tactics you prefer to use (Mine are to talk/entertain her till around
daily 30, then 'hang out' until maxed at 100. My needs are always nearly full,
due to meditation, so I can spend a lot of further time on the lot
socialising). It's best to get them to at least 40 Daily if you can, because
then they will rarely decline an invitation by phone later on. Also, remember
this is also 70/20 on her side too. If you have 70/20 with her and the
interaction isn't there, it's probably because she doesn't have the score on
her side...so keep socialising.

Now, it's just a question of waiting until you have the 70/20 score. Once you
do, invite the witch over, and she should have an  interaction option
'teach me the Way of Light/Teach me the Path of Darkness'. Once you choose that
the Head Witch will then start to cast a spell, and on completion, your sim
will turn into a witch. (As of this writing, there is a glitch where if your
sim wanders off to do something else, it looks like the Witch's spell doesn't
work, and if you do the 'teach' interaction again, you sim will be transformed
multiple times, and end up with a higher alignment than initial sims are
supposed to have.) The Head Witch will provide your new witch with their first
spellbook and cauldron, free of charge. Your new witch begins with a magic
skill of 0, an alignment in the 'slightly' range of the same alignment as the
witch that transformed them, and all spells they can currently cast due to
alignment and magic skill. However, they will be unable to cast any of these
right away, as they own no reagents.

A second option for becoming a witch opens up once you already have a sim
witch, but this requires a high magic skill. Once your witch has a magic skill
of 9, they learn the spell Magus Mutatio, which they can cast on anyone. This
turns the target into a witch of the same alignment as the caster (The new
witch will be Slightly good if cast by a good witch, Slightly Evil if cast by
an evil witch, and completely Neutral if cast by a neutral witch: This is the
only way to get a starting neutral witch).

Step 3) Now you have a playable Witch.
First thing, the Head Witch now has some more interactions available, these
are only available to other witches. Your witch can purchase additional
cauldrons from the witch, for $870 each, and additional spellbooks for $630
each. Once bought, they go straight into your sims inventory, and can be placed
on any saveable lot. The Witch also sells a witch curing potion (Witchbegone)
and (depending on alignment), a potion that alters a Sim's Nice/Grouchy
personality (Enchanted Essence of Cur Tails/Magically Spiced Sugar). As with
all potions, these can be bought in batches of 1, 3, 5 or 10. Head Witches are
also a source for reagents, needed to cast spells. Both offer the neutral
reagents (Mystic Dust and Dragon Scales), but only the Good Witch sells the
good reagents (Crystallized Moonbeams and Essence of Light), and the Evil Witch
sells the evil reagents (Viper's Essence and Eye of Newt). The Head Witch also
offers Magical Advice, which is basic information about how to begin your
witches life. You shouldn't need to use that interaction, thanks to this guide.

Witches have a special relationship with cats. Later on, your witch will learn
a spell to summon a magical familiar cat, but any witch will also find it a
lot easier to forge relationships with cat pets. Requirements for social
acceptance are lowered between a witch and a cat.

You now have a new mode of travel (which is used as default), the Fly to...
With this, your sim will zoom off on their own broomstick, to school, and to
work, and is also selectable to travel to any other lot you can normally visit.
In addition, two new magic locations are only available through the Fly to...
interaction. The Fortresses of the Head Witches. These are basically two
castles inhabited by the Head Witch of each alignment. Both reflect the
alignments of their inhabitants in their d�cor and look. You can also always
find the Head Witch at their castle, in case you need to socialise, or buy
reagents. Witches of all alignments can visit any castle. Good witches are not
barred from entering the Fortress of Darkness, nor are evil witches banned
from the Castle of Light. The castles also have a few aligned cauldrons and
spellbooks available, so you can build skills and items while there.


Your Witch
To start with, you will need to place your new Spellbook and Cauldron
somewhere. These first items are already 'claimed' by your witch, and remain
linked to their alignment (When the witches alignment changes, the alignment
of the cauldron and spellbook will too). Spellbooks and Cauldrons can be used
by any witch of the same alignment as the one who has 'claimed' the cauldron.
Both items can be 'abandoned' and then become unuseable until 'claimed' by any
other witch, and then become linked to that new witch, but are still useable
by any witch of the same alignment.

Speaking of...

Alignment
Your witches alignment has numerous effects on them. Witches can be one of
three alignments. Good, Neutral or Evil. Alignment is independent of Magic
skill. The Alignment scale shows how dedicated your witch is to one side or
the other, with Neutral being neither good nor evil. To view your Alignment
Meter, you must access a spellbook podium, and choose 'Check Abilities'. You
can also determine alignment from your witches name.
When your sim became a witch, they gained a title added to the end of their
name. These titles give a general indication of your witches alignment.


Very Good, 90% to 100%, The Infallibly Good Witch/Warlock
Good, 50% to 89%, The Good Witch/Warlock
Slightly Good, 20% to 49%, The Nice Witch/Warlock
Neutral, -19% to 19%, The Witch/Warlock
Slightly Evil, -20% to -49%, The Mean Witch/Warlock
Evil, -50% to -89%, The Evil Witch/Warlock
Very Evil, -90% to -100%, The Atrociously Evil Witch/Warlock

Shifts in alignment are indicated by an icon that appears above the witches
head. Shifts towards good always have a + symbol, and towards evil always have
a - symbol. Shifts towards neutral are + if you have any evil alignment or - if
you have any good alignment (Until youn reach 0% alignment).

Alignment changes by the actions that your witch undertakes:
When you study at a Spellbook Podium, you get three options of study, The Way
of Light, The Neutral Magics, and the Path of Darkness. Each type of study
builds your alignment in that direction (As well as building magic skill. More
on that later). All types of study are available no matter what the alignment
of the Spellbook.

By casting spells, you change alignment depending on the spell. If it's the
same alignment as you, you gain a  fixed amount. Higher level spells offer more
alignment gain, but are often only available to higher alignment sims anyway.
Unless your sim is exactly neutral, casting any spell will move sims alignment
towards neutral, the exact amount depends on actual alignment. It shifts more
towards neutral the stronger in an alignment your witch is. Casting a spell of
opposite alignment acts much like casting a neutral spell, but the shift is
generally more pronounced.
Your sims alignment affects what spells they learn. Good and Evil spells often
have a minimum alignment score before they are available. The more powerful
the spell, the higher the alignment you need to have in that direction.

Alignment also affects what items you can build in your cauldron. Certain
objects are only available to strongly aligned witches. Alignment also affects
your sims needs decay while creating an object. The closer to the alignment of
the object your sim is, the less the comfort and fun needs decay. Big
alignment differences make a difference to how much magic skill you build
while making it. Making an opposite aligned item build more magic skill than
making something of the same alignment, plus, magic things in the cauldron
never actually changes your alignment.

Once your sim has an alignment of +/-50% or more in a direction, interactions
with witches of the opposite alignment become less likely to be accepted.
Alignment also affects your sims appearance. First and most obvious of this is
clothing. Each Alignment has a different set of clothing (Same mesh, different
colouring/textures). Your sim will automatically change into their witch
clothes whenever they change an alignment threshhold, and it gets set as their
default everyday. (This can be annoying, especially if you don't actually use
the witch clothing, for an incognito witch maybe). Once you've gained a
specific alignment clothing, it's always available in the wardrobe, even if
they change alignment. (So a once evil, now good warlock can still dress evil
if they want to).

Your sim will also change skin tone, the stronger they become in an alignment.
They get the first change upon reaching the Good/Evil scale of alignment. An
Evil Witch reaching this stage is obvious...their skin turns a dull green.
It's less noticeable on the Good Witch. It can be seen but zoom in close for a
real look. They gain a kind of glittery sparkle to their skin. At least,
that's what I think was meant to happen. On some skin tones it just looks like
yellow spots and sparkles. To my eyes, it looks like the sim has got some
nasty disease like chicken pox or similar. Once they reach the 'Very' scale,
they gain an aura of magical energy about them. Good Witches have have a
silvery blue aura, Evil Witches have a green aura. Both effects can be seen
prior to this on the Head Witches. Sadly, the change is automatic. You have no
choice in this happening.

A Good Witch will actually add to the environment score of a room they are in,
while an evil witch has no effect.

If ever a sim becomes 'mundane', an ex-witch, by drinking a witchbegone potion,
their alignment is completely removed. If they are turned back into a witch
later, they have a new alignment exactly like all other new witches.

Magic Skill
A sim Witch has a Magic Skill score from between 0 and 10. All new witches
begin with a skill of 0. The skill meter is not shown on normal skills, but,
like the alignment meter, must be checked using the spellbook. A sim who
becomes 'mundane' again (By drinking a Witchbegone potion) retains their old
Magic Skill, but they cannot use it. If they become witches again later, they
begin with the same score in the skill they had previously.

Building Magic Skill:
The primary way to build Magic Skill is the spellbook. Interacting with this
gives a 'Study' option. Each option is linked to an alignment, but all of them
build magic skill the same. Whichever you pick depends on what alignment shifts
your sim wants to have.

You can also build skill by casting spells. The amount gained depends on  the
skill rating  of the spell. Once you have a higher skill than is needed to
learn the spell, the gains diminish. Failure rate also affects magic skill
building. You actually learn more from a failed spell than from a successful
casting.

You also gain magic skill by making things in your cauldron. Skill gained is
relative to the time spent making an item. The longer it takes, the more skill
gains you get. Items of a different alignment take longer to make, thus giving
greater skill gain, but at a cost in increased fun and comfort decay.
Magic Skill affects what spells your sim can cast, and what items they can
make in their cauldron. Each spell or item has a minimum skill level needed,
before it will become available as an option.

Cauldron
The use for your witches cauldron is in making items. Your witch can make
three different kinds of items in the cauldron. First is reagents. No matter
the sims alignment, they can make all reagents.. Second is potions. All potions
available to buy from NPCs in other EPs can be made, as well as the new ones
introduced by this EP. You can even make replacement Re-Nu-Yu potions.  Third
is Objects. Objects are restricted by alignment though, and many require
certain alignments before becoming available.
All items have certain minimum magic skill requirements before you can make
them. Before you have the skill, the options won't be available.

Item                                      Magic Skill Level (Minimum Alignment)
Dragon Scales (Reagent)                         0
Essence of Light (Reagent)                      0
Eye of Newt (Reagent)                           0
Mystic Dust (Reagent)                           0
Crystallised Moonbeams (Reagent)                0
Viper's Essence (Reagent)                       0
Lycanthropic-B (Potion)                         1
Plantophic-C (Potion)                           1
Vampirocilin-D (Potion)                         1
Witchbegone-E (Potion)                          1
Enchanted Essence of Cure Tails (Potion)        4             (Evil 20%)
Magically Spiced Sugar (Potion)                 4             (Good 20%)
Love Potion #8.5 (Potion)                       7
ReNuYu Porta-Chug (Potion)                      7
Faerie Fire Floor Lamp (Object)                 2             (Good 20%)
Hand of Darkness Floor Lamp (Object)            2             (Evil 20%)
Little Miss Wendolyn Sculture (Object)          2
Palm of Darkness Wall Sconce (Object)           5             (Evil 50%)
Fist of Darkness Ceiling Lamp (Object)          5             (Evil 50%)
Stardust Wall Sconce (Object)                   5             (Good 50%)
Star Dusted Ceiling Lamp (Object)               5             (Good 50%)
Claw of Darkness Throne (Object)                9             (Evil 90%)
Throne of Light (Object)                        9             (Good 90%)

The lamps all produce a different light to normal lamps. The Thrones are
special items that restore the needs bars of compatibly aligned witches (and
spectral cats) that use them, and speed need decay of opposite aligned witches
(and spectral cats) that use them.

Spells
Your sim will automatically learn any spell they meet the minimum requirements
of casting. Minimum requirements are Magic Skill level, and in some cases,
Alignment.

Casting Spells:
To actually cast a spell, the interaction will appear once you select the
correct target (Self, Another Sim, Ground, Fire/leaves/puddle, etc).
Casting a spell also requires something. First each spell has a reagent cost.
You need the requisite number of correct reagents in your sims inventory.
These are consumed in the casting of the spell. Your sim will also lose
comfort and energy depending on how long the spell takes to cast. The time
needed to cast a spell is affected by alignment differences. The further away
from the alignment of the spell your sim is, the longer they take to cast it.
Spells do have a failure chance. This is around 20% If a spell is failed, it
either doesn't work at all, or may backfire in some way. Generally at 2 magic
skill levels above minimum for the spell, there is no failure, but for
the more powerful spells there is no way of eliminating failure chance.


Spell List

Good Spells:-

Expello Mortis (Banish Death)
This spell must be cast before the Reaper has sent the deceased sims soul on to
the next plane. With the spell, the witch can revive the dead sim.
Target: Dead Sim or Reaper
Magic Skill: 9
Alignment: Good 90% upwards
Reagents: 2 Dragon Scales, 2 Essence of Light, 2 Crystallized Moonbeams

Mactoamicus (Make friendly with...)
For 24 hours, the target sim builds relationships faster with another specific
sim on the lot. The spell also removes any furious state existing between the
two.
Target: Self or Sim
Magic Skill: 8
Alignment: 90% upwards
Reagents: 1 Dragon Scales, 1 Mystic Dust, 2 Essence of Light, 2 Crystallized
Moonbeams

Benemoodus Populus (Good mood for all on lot)
Increases each need of every sim on the lot.
Magic Skill: 7
Alignment: Good 50% upwards
Reagents: 1 Mystic Dust, 2 Essence of Light, 2 Crystallized Moonbeams

Apello Servantus (Summon Spectral Assistant)
Summons a Good Spectral Assistant. This assistant will does all service sim
chores around the lot (Maid, Gardener, Repairman, Exterminator)
Target: Self
Magic Skill: 6
Alignment: 50% Good upwards
Reagents: 1 Dragon Scales, 1 Mystic Dust, 2 Essence of Light, 1 Crystallized
Moonbeams

Compello Acceptus (Compel to accept socials)
The next five socials directed at the target sim will count as having maximum
mood and relationship scores
Target: Sim (Child or older)
Magic Skill: 5
Alignment: Good 20% upwards
Reagents: 1 Dragon Scales, 1 Mystic Dust, 1 Essence of Light, 2 Crystallized
Moonbeams

Beautificus Locus (Beautify Lot)
Causes a glow of positive light, stops any rain, destroys all cockroaches on
lot, and creates butterflies/fireflies (depending on time). Head Witches cast
this on their arrival to any lot. A newly transformed Good Witch will also
autonomously cast this (With free reagent costs this one time).
Target: Self
Magic Skill: 0
Alignment: Good 20%
Reagent Cost: 1 Dragon Scales, 1 Mystic Dust, 1 Essence of Light, 2
Crystallized Moonbeams

Remedis Simae (Cure Sim of Illness)
Removes all sicknesses (except pregnancy vomiting) from target
Target: Self or Sim
Magic Skill: 3
Alignment: Neutral -19% upwards
Reagents: 1 Mystic Dust, 1 Essence of Light, 1 Crystallized Moonbeams

Exflammo (Extinguish Fire)
Puts out any fire immediately.
Target: Fire
Magic Skill: 2
Alignment: Evil -49% upwards
Reagents: 1 Mystic Dust, 2 Crystallized Moonbeams

Creatum Insecto Volucris (Create Butterflies/Fireflies)
What it say in the translation. Butterflies by day, fireflies by night.
Target: Outdoor Ground
Magic Skill: 0
Alignment: Evil -89% upwards
Reagents: 1 Essence of Light, 2 Crystallized Moonbeams

Benemoodus Simae (Good mood for one sim)
Satisfies targets needs
Target: Self or Sim
Magic Skill: 0
Alignment: Any
Reagents: 2 Mystic Dust, 1 Crystallized Moonbeams

Neutral Spells

Cleanius Corpus (Clean Body)
Satifies hygiene needs
Target: Self
Magic Skill: 0
Alignment: Any
Reagents: 2 Mystic Dust

Aqua Deletus (Remove all puddles)
Instantly dries up all puddles on lot
Target: Puddle
Magic Skill: 0
Alignment: Any
Reagents: 1 Mystic Dust, 1 Crystallized Moonbeams

Folium Deletus (Remove all leaf piles)
Removes leaf pile and those near it (Seasons Only Spell)
Target: Leaf Pile
Magic Skill: 0
Alignment: Any
Reagents: 1 Mystic Dust, 1 Eye of Newt

Corpus Athelticus (Fit Body)
Increases targets fitness level
Target: Self or Sim
Magic Skill: 1
Alignment: Any
Reagents: 1 Dragon Scales, 2 Mystic Dust

Corpus Fleshicus( Unfit Body)
Decreases targets fitness level
Target:Self or Sim
Magic Skill: 1
Alignment: Any
Reagents: 2 Dragon Scales, 1 Mystic Dust

Magivestigium (Teleport)
Teleports sim to target location. No casting time
Target: Floor/Terrain
Magic Skill: 3
Alignment: Any
Reagents: None

Expello Simae (Banish Sim)
Target immediately departs the Lot.
Target: Sim
Magic Skill: 4
Alignment: Any
Reagents: 1 Dragon Scales, 1 Mystic Dust, 1 Eye of Newt

Creatum Nutrimens (Create Food)
Conjures a plate of food in sims hand
Target: Self
Magic Skill: 4
Alignment: Any
Reagents: 2 Dragon Scales, 1 Mystic Dust

Apello Cattus Amicus (Summon Spectral Cat)
Summons your Witches familiar. On first summoning, you name this cat. Default
name is (Witch Name)'s Familiar. This acts like a cat from the Pets expansion,
but has no gender (thus cannot have kittens with other cats), doesn't age, and
doesn't have a bladder need. Acts in every other way as a cat. Will despawn
when owner leave the lot (For work, school etc). Same cat will be summoned
each casting of the spell, and it maintains relationship scores between
summonings. Will not despawn if chosen as an accompanying sim when travelling
to other lots. If your witch sim moves house, cat must be summoned and chosen
as an accompanying sim, otherwise a brand new familiar will be summoned upon
casting this spell in a new home.
Target: Self
Magic Skill: 5
Alignment: Any
Reagents: 1 Dragon Scales, 3 Mystic Dust

Purgomagus (Dispel Magic)
Removes ongoing magical effect on target
Target: Self or Sim
Magic Skill: 6
Alignment: Any
Reagents: 2 Dragon Scales, 2 Mystic Dust

Apello Simae (Summon Sim)
Selected sim will come immediately to the lot. Sim selected must be on the
witches contact list
Target: Self
Magic Skill: 7
Alignment: Any
Reagents: 2 Dragon Scales, 2 Mystic Dust, 1 Crystallized Moonbeams

Magus Mutatio (Magical Tranformation)
Target sim will be turned into a witch of your alignment. New witch rules
apply to the target, except if cast by a neutral witch, new witches alignment
will be 0% neutral.
Target: Non-witch Sim
Magic Skill: 9
Alignment: Any
Reagents: 1 Dragon Scales, 1 Mystic Dust, 2 Crystallized Moonbeams, 2 Eye of
Newt

Tempus Interruptus (Time Stop)
Halts time for everyone apart from witches and spectral cats. All other sims
and pets freeze as if paused, and cannot be interacted with. Witches continue
acting as normal. During Time Stop, clock does not progress. Certain object
interactions may not be available though. Time stop ends when your witch
leaves the lot (Or if the casting witch dies)

Evil Spells

Spiritus Poultria (Spirit of the Chicken)
Targets acts like a chicken for a short time
Target: Self or Sim
Magic Skill: 0
Alignment: Any
Reagents: 2 Mystic Dust, 1 Eye of Newt

Mellifera Attackum (Bee Attack)
Summons bees to attack target
Target: Self or Sim
Magic Skill: 0
Alignment: Good 89% downwards
Reagents: 2 Eye of Newt, 1 Viper's Essence

Inflammo (Start Fire)
Starts a fire on the target spot
Target: Ground/Floor
Magic Skill: 2
Alignment: Good 49% downwards
Reagents: 1 Mystic Dust, 2 Eye of Newt

Heavus-Ho (Make Sim vomit)
If there is a toilet on the lot, target rushes to vomit. No effect if there is
no toilet on lot
Target: Sim
Magic Skill: 3
Alignment: Good 19% downwards
Reagents: 1 Mystic Dust, 1 Eye of Newt, 1 Viper's essence

Corruptus Locus (Corrupt Lot)
Summons cockroach swarms, removes butteflies/fireflies, and starts a
thunderstorm. This is the spell cast by the Evil Head Witch when she arrives
on a lot. It is also cast by a newly transformed evil witch autonomously (With
no reagent cost for first casting)
Target: Self
Magic Skill: 0
Alignment: Evil -20% downwards
Reagents: 1 Dragon Scales, 1 Mystic Dust, 2 Eye of Newt

Compello Discrepo (Compel to reject socials)
Next five socials directed at target will act as though has minimum mood and
relationship scores.
Target: Sim (Child or older)
Magic Skill: 5
Alignment: Evil 20% downwards
Reagents: 1 Dragon Scales, 1 Mystic Dust, 2 Eye of Newt

Servantus Attackum (Summon Spectral Attacker)
Summons an Evil spectral assistant to attack any teen or older sim, or a Good
Witches spectral assistant. Victim knows who is behind the attack.
Target: Sim or Good Magical Assistant
Magic Skill: 6
Alignment: Evil -50% downwards
Reagents: 1 Dragon Scales, 1 Mystic Dust, 1 Eye of Newt, 1 Viper's Essence

Tabula Rasa (Blank Slate)
Erases all targets memories and sets all daily and lifetime relationship
scores to 0. This is permanent (Can be removed with Purgomagus)
Target: Self or Sim
Magic Skill: 7
Alignment: Evil -50% downwards
Reagents: 1 Mystic Dust, 2 Eye of Newt, 2 Viper's essence

Extractum Amorus (Remove Love)
Select a relationship to destroy. Both parties must be on the lot. Target goes
to selected sim and breaks up relationship. If this is a marriage of sims
living on the lot, , they divorce and target moves out. If this is marriage
between two sims who don't live on this lot, marriage is not dissolved and
target will not move out.
Target: Sim with love, crush or marriage relationship to other sim on lot.
Magic Skill: 8
Alignment: Evil -90% downwards
Reagents: 1 Dragon Scales, 1 Mystic Dust, 2 Eye of Newt, 2 Viper Essence

Vivificus Zombiae (Raise Zombie)
Select one of the neighbourhood's dead sims to raise them as a zombie.
Target: Self
Magic Skill: 9
Alignment: Evil -90% downwards
Reagents: 2 Dragon Scales, 2 Eye of Newt, 2 Viper Venom

Well, that's it for Witches in The Sims 2: Apartment Life. Happy Casting