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