=============================================================================== THE SIMS 2: APARTMENT LIFE (PC) Magic Guide/FAQ (C) 2009 Mike Penance ([email protected]) V E R S I O N 1.3 (Final) Last Updated: March 30, 2009 14:04 =============================================================================== The Latest Version of this document can ALWAYS be found at.... GameFAQs http://www.gamefaqs.com NeoSeeker http://www.neoseeker.com Super Cheats http://www.supercheats.com Honest Gamers http://www.honestgamers.com My Lah-Di-Dah Website http://www.lah-di-dah.webs.com If this document is posted on an unlisted website � please let me know, so I can dispense my own brand of over-stylised justice (clue: it involves angry ferrets and their pants). THE HAPPY LAWYER DEPARTMENT This document may not be reproduced under any circumstances, except for personal, private use. It may not be placed on any website or otherwise distributed publicly without prior written permission. Use of this document on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. The author of this guide cannot be held responsible for anything occurring from the misuse of this document. ------------------------------------------------------------------------------- TABLE OF CONTENTS 1.....Introduction [01.00] - A Word from Mike [01.01] - An Introduction to Witches/Warlocks [01.02] 2.....Alignment [02.00] 3.....Magic Spells [03.00] - White Magic [03.01] - Neutral Magic [03.02] - Black Magic [03.02] 4.....Items and Objects [04.00] 5.....Frequently Asked Questions [05.00] 6.....Credits and Outro [06.00] ------------------------------------------------------------------------------- In this update: Minor grammar fixes. ------------------------------------------------------------------------------- ===== Introduction ================================================ 01.00 ==== Welcome to Magic School... no, wait, that was a bad introduction. I'll try again. Welcome to the School of Rock 'N' Rolla � factually inaccurate, but a much better introduction. This guide aims to show you everything you could possibly need to know about Witches, Warlocks, magic, and the fun that can be had with the previous three. All the while, I promise to avoid any and all references to Harry Potter (but I can't promise the same about Harry Dresden). ---- A Word From Mike --------------------------------------------- 01.01 ---- It has been quite awhile since I've actually written a guide for... well, anything, actually. I've been mildly enthusiastic about the Sims 2 for awhile now, but it started (even with the other expansions) to become a little dull (you know what I mean). I haven't really felt the need to write about anything the game had to offer, that is, until the Apartment Life expansion pack came along, and the game finally became fun again. Long story short - yay me. ---- An Introduction to Witches/Warlocks -------------------------- 01.02 ---- Witches and Warlocks are the new supernatural race that in inhabit this, the final expansion pack for the Sims 2, Apartment Life (as you probably guessed). Just to clear something up before we begin proper � Witches and Warlocks are exactly the same thing, the only difference being that they refer to both females and males respectively. A Sim must be at least a teenager in order to be eligible to become a Magus. There is no other difference (they even buy their clothes from the same place). For the benefit of this sexy guide, I'll refer to them as 'Magus' (both because it prevents confusion, and because I can - mainly the latter). === Becoming a Magus === There are special Magus known as High Witches (they have the maximum magic skill and alignment), and initially, tracking one down is the only way to become a Magus yourself. High Witches can be found on any lot that isn't residential (including home business) or hidden (both university and vacation). Finding one is simply a case of staking-out a phone-booth and waiting until one spawns (they'll arrive via broomstick, only a numb-nuts could possibly miss one) � a High Witch will always spawn next to the phone-booth, so no worries. Once a High Witch appears, she will stay on the lot for a maximum of one hour before departing whence she came; of course, if you make a social interaction, a High Witch will stick around. High Witches can either be aligned to White or Black (this most notably reflects in the colour of their garb, skin, and aura). A High White Witch will be dressed in white and have a bright aura, while a High Black Witch will be dressed in black, have dark green skin, and give off a green aura (classic Wicked Witch of the West). Once a High Witch has arrived and alighted (fancy words, oh yes) her broom (the very heighth of magical transportation), she will often choose to cast a spell. A High White Witch can often be seen casting the 'Beautificus Locus' spell (removes negative things from a lot, such as rain and roaches, and bathes the lot in sunshine), while a High Black Witch can often be seen casting the 'Corruptus Locus' spell (the exact opposite of the previous spell � it creates roaches and a storm; although, the lightning can't actually strike you). Because they're programmed to do this whenever they enter a lot, they're also programmed to turn up at the best possible times to make the spells look their best (yeah, flashy). A High White Witch is most likely to appear during the day, whilst it is raining, and a High Black Witch, whilst it's dark and dry. Of course, just because they're programmed to do this, it doesn't mean that they won't, on occasion, forgo the casting of their spell to go start a fight with a High Witch of the opposite alignment (I mean physically go up to them and clock them one across the side of the head). I've even seen them summon the odd Spectral Cat rather than cast their trademark spell. All High Witches have a greater chance of appearing on lots with a high visitor turnover (such as places that aren't restaurants, or have attractions that consume a lot of time once a Sim starts using them). If you reach the maximum number of visitors allowed on a lot (that your system will allow), you'll have to wait until somebody leaves before there is a chance of a High Witch spawning (providing another visitor doesn't spawn before that happens). To become a Magus, you must befriend a High Witch and increase the relationship score between the both of you to at least 70 daily, 20 life time (remember, once you've met them, you can invite them around to your house just like you would any other Sim). After you've reached the score set, you will find that you now have a new, rejection free interaction: "teach me the ways of..," which will see your Sim transformed into a Magus of the same alignment as the High Witch that cast the spell. As soon as you become a Magus, a free Cauldron and Grimoire (gri'mwar) will be placed into your inventory. Your Magus will also automatically cast either the Beautificus/Corruptus Locus spell (depending on their alignment). --- The Easy Ways --- Waiting around for a High Witch to appear can rapidly eat away at the needs of a Sim (making it harder to get off to a positive start when they do show up) � with that being the case, this might be for you. Open the cheat window (Ctrl+Shift+C) and type (without quotes), "MotiveDecay off" to prevent the needs of a Sim dropping while they wait. Alternatively, you can use the Meditate command to similar effect. Just remember that cancelling Meditate takes forever, making it far too easy to miss contact with a High Witch (outgoing Sims don't have access to the Meditate command). A less reliable way is to use the Gypsy Matchmaker (providing you have the Nightlife expansion). If a Sim has 'Witchiness' as a turn-on, there is a slim chance that when using the blind date service, you may be sent a High Witch. Of course, it's a totally random occurrence and won't guarantee a High Witch - and even if you do get a High Witch out of it, you have no say over their alignment (I avoided using any dating jokes in this paragraph, I'm proud of that fact). If you head over to Belladonna Cove, both Samantha and Kimberly Cordial are well acquainted with a High Witch (Sam with a High White Witch, and Kim with a High Black Witch). Both have very high relationship scores with their chosen High Witch - Sam has 70/55 and Kim has 80/60 (all you'll need to do is invite the High Witch in question and ask them the question). By far the easiest way to find a High Witch is to do it from the comfort of you own home. Open the cheat window and type (again, without quotes), "BoolProp TestingCheatsEnabled true" to enter debug mode. From debug mode, hold shift and left-click on the mailbox, and choose to spawn a High Witch (More-->Make NPC-->Good Witch/Bad Witch). Just make sure that you save your game beforehand, and that you turn off the cheat when you're finished with it (exactly the same cheat, just with true being replaced by false). === Making a Magus Yourself === Once you have a Magus of your own, you can create further Magus by casting the 'Magus Mutatio' spell. Magus Mutatio will transform the target Sim into a Magus of the same alignment as the caster (and add a Cauldron and Grimoire to their inventory). And yes, every Magus you make yourself still goes through the rigmarole of auto-casting a Locus spell (except Neutral Magus). === What About Afterwards? === Once a Sim becomes a Magus, they gain access to two hidden lots, the Palace of Neverending Light and the Fortress of Eternal Darkness. In these areas, you can always find a High White Witch and a High Black Witch (guess who lives where). From them, you can purchase extra Cauldrons and Grimoires (should you ever move house, set your existing ones on fire, or just feel the need to own more than one), as well as the four main reagents used in spells (Dragon Scales, Eye of Newt, Mystic Powder, and Viper Essence). You may also freely make items at any of the Cauldrons, and study at any of the Grimoires (you are not prevented from entering a lot due to alignment, but you will be prevented from using items that are of a different alignment to your Magus). A High Witch will not sell items to Sims that she does not know, or Magus of the opposite alignment (obviously). You will now also be able to use a broomstick to fly from lot-to-lot (self-interaction: "Fly To Lot...") - it's nothing special, but it's a nice little touch, and certainly very flashy (yeah, I know you love it). === Magic Skill Points === Magic skill is what makes the world go round. It not only affects what spells you can cast, but it also affects what items and objects can be produced at a Cauldron (as well as the likelihood for success or failure of a given spell. Regardless of skill points, high-level spells can still fail). You can gain magic skill points by studying at the Grimoire, casting spells, or by making things in the Cauldron. You can also check your current progress (including spells and items known to a Magus) by choosing to "Check Abilities" from the Grimoire interaction menu. === Becoming Normal Again === If you wish your Magus to go down the path most frequently travelled and become a normal Sim again, it's no problem at all. You can return to normal by making a Witchbegone-E potion at a Cauldron (or being lazy and purchasing one) � use it, and your Magus will lose their powers (their Cauldron and Grimoire will automatically be abandoned, and will require claiming before they can be used by another Magus). If you should ever make that Sim a Magus again, they will retain their previous Magic Skill Points (but not their alignment level). ===== Alignment =================================================== 02.00 ==== I previously mentioned alignment, but there is still a helluva lot more that needs mentioning. Alignment indicates how far in a certain direction a Magus is leaning magically (again, you can check this in the same way as you check everything else, at the Grimoire). There are three alignments: White, Neutral, and Black (when checking your alignment, Neutral is indicated by the circle in the middle of the scale). The stronger a Magus is in their chosen alignment, the more items and spells will be available to them (certain items are only available to a Magus of a certain alignment). Yes, like Magic Skill, alignment has a big say over what spells can be learned, and when (regardless of Magic Skill, most spells are alignment-specific, and cannot be learned until a Magus reaches the correct alignment percentage). By studying or casting spells, their alignment will either be increased or decreased (depending on their current alignment, the alignment they're studying, and the alignment of the spell). A Neutral Magus is neither good nor evil (their max alignment is actually 0%), and is privy to neither type of alignment-specific items (special potions and furniture), but they also have no negative bonus on interactions with Magus of either type (White and Black Magus have a higher chance of suffering from negative social reactions with each other as their alignment increases). Another drawback to Neutral Magus is the number of spells that they have access to at any one time. Along with their own spells, a Neutral Magus has access to a possible four White and Black base-level spells - this gives a possible total of 21/33 spells available to a Neutral Magus at any one time. Both White and Black Magus only have access to one base-level spell of the opposite alignment, but they also have access to every spell that is available to a Neutral Magus � making a possible total of 24/33 spells available to them at any one time. A Neutral Magus dresses in light brown robes and gives off no aura (it only seems appropriate). The only ways to create a Neutral Magus is either by studying the Neutral Path/casting Neutral spells, or by having a Magus that is already Neutral, cast Magus Mutatio on a Sim. A shift in alignment is indicated by either a (+) or (-) next to a symbol of a Magus. A symbol holding a wand indicates a shift to or from White, and a symbol with fire indicates a shift to or from Black. A shift to or from Neutral is indicated by one of the previous symbols with a (+) or (-) next to it. As they approach maximum alignment, a White Magus will gain their bright aura (and a noticeable effect on the environment score of a room just by being in it). A Black Magus will gain a green aura (their skin will also turn green), but they will make no change to the environment score of a room. Once you place a Cauldron or Grimoire, they will be set to the alignment of the Magus that they belong to (they can be abandoned from the interaction menu, and then claimed by another Magus, letting you change the alignment) - Cauldrons and Grimoires also shift in alignment along with their owner. Once a Cauldron or Grimoire belongs to an alignment, they cannot be used by a Magus of a different alignment. An oppositely aligned Magus is only allowed to examine magical items belonging to another Magus, but doing so will result in them falling foul of noxious fumes or a booby trap (nothing deadly � and yes, this also applies to non-magic folk that examine magical items). However, Magus of the same alignment may freely use Cauldrons and Grimoires that do not belong to them (without incurring the wrath of said item). Incidentally, if a Magus (or Spectral Cat) sits in a Throne that does not belong to the same alignment as they do, they will suffer a rapid decrease in their needs and a sharp increase in need decay (which, of course, is the exact opposite of what would happen if they sat in a Throne of the correct alignment). A Neutral Magus (or Spectral Cat) may sit in a Throne of either alignment and receive the benefits that an aligned Magus would. ===== Magic Spells ================================================ 03.00 ==== Yeah, I know this is that part that you've all been skipping past everything else to see (go on, admit it... admit it *shakes fist*). Expect witty remarks, useful advice, and a bunch of practical things to follow. Yes, you have been warned (like you even paid attention). ----- White Magic ------------------------------------------------- 03.01 ---- === Benemoodus Simae ("well mood for a Sim") === Target: Caster/Other Sim Skill Points: 0 Alignment: Any Ingredients: 1 Dragon Scales, 1 Mystic Dust The target of this spell will have all of their needs (except environment) filled by roughly 10-15%. It's a handy little spell that can give a Sim just enough of a boost to get them through a tedious task (or just before they head to work). The boost isn't brilliant, but the low reagent cost of the spell more than makes up for this (as you can cast it multiple times in quick succession). === Creatum Insecto Volucris ("create insects and winged-creatures") === Target: Tile/Terrain (outside) Skill Points: 0 Alignment: Evil -89% Ingredients: 1 Essence of Light, 2 Crystallised Moonbeams A very simple spell that summons butterflies and various insects to a lot, which in turn, makes that lot a more attractive environment to be in. You can cast this spell in winter, but you won't be able to summon anything (pretty obvious, really). Oh, you noticed that, eh? Yup, you need Seasons installed. === Exflammo ("without fire") === Target: Fire Skill Points: 2 Alignment: Evil -49% Ingredients: 1 Mystic Dust, 2 Crystallised Moonbeams This spell will instantly extinguish fire inside one room by summoning a column of water to drench each individual fire sprite. If you have a large fire to deal with, a Sim to save, or a seriously expensive television going up in smoke, this is the best and safest way to do so. It doesn't take a lot of reagents to make, so you should always make sure that you have enough to cast the spell in case of emergency/gross stupidity. === Remedis Simae ("remedy for a Sim") === Target: Caster/Other Sim Skill Points: 3 Alignment: Neutral -19% Ingredients: 1 Essence of Light, 1 Mystic Dust, 1 Crystallised Moonbeams Like the title says, casting this spell on a sick Sim will automatically remedy their status ailments (such as cold and flu, but not morning sickness). Considering that it's either this or resting for days-on-end to avoid a Sim dropping dead, it's not that much of a choice. === Beautificus Locus ("beautify locality") === Target: Caster Skill Points: 0 Alignment: Good 20% Ingredients: 1 Dragon Scales, 1 Essence of Light, 1 Mystic Dust, 1 Crystallised Moonbeams Yup, this is the spell that a High White Witch will usually cast upon entering a community lot (also the spell that a new White Magus will cast upon transformation). Casting this spell will remove negative objects from a lot -- such as rain and roaches -- and bring about shiny, shiny sunshine. If I were you, I honestly wouldn't waste my time and reagents on this spell � it may do rain and roaches, but it sure as hell doesn't do plates of congealed pudding and bags of garbage. === Compello Acceptus ("compel to accept") === Target: Other Sim Skill Points: 5 Alignment: Good 20% Ingredients: 1 Dragon Scales, 1 Mystic Dust, 1 Crystallised Moonbeams The target Sim will be 'compelled' to allow the next five social interactions to succeed (regardless of how they actually feel about another Sim). Great for giving that stale relationship an extra boost, starting a new relationship, or repairing the holes that you punched in an existing relationship during that drunken party the night before. If this were a real spell, I'd cast it on Kylie Minogue. Yes, yes I would. === Apello Servantus ("call servant") === Target: Caster Skill Points: 6 Alignment: Good 50% Ingredients: 1 Dragon Scales, 2 Essence of Light, 1 Mystic Dust, 1 Crystallised Moonbeams This spell will summon an invisible apparition that's dressed in the very heighth of White Magus fashion. While there are jobs to be done, it'll tart around here-and-there, cleaning any and all messes (including the removal of roaches), gardening, and any handyman duties that require doing. This spell can do away with the need to pay for any of the above services, and can save you a small fortune (providing you have the time to keep making the reagents and casting the spell). The fact that your little servant is on-call day and night, means that you can take care of some of the more mundane things during the out-of-hours times for conventional services. === Benemoodus Populus ("well mood for the population") === Target: Caster Skill Points: 7 Alignment: Good 50% Ingredients: 2 Essence of Light, 1 Mystic Dust, (2) Crystallised Moonbeams This spell works just like Benemoodus Simae, with the notable exception that it'll restore 10-15% of all needs (except environment) for all Sims on the lot. Not quite as useful as Benemoodus Simae, simply because of the higher reagent cost required, which rules out casting it multiple times in quick succession. === Mactoamicus ("magnify friendship") === Target: Caster/Other Sim Skill Points: 8 Alignment: Good 90% Ingredients: 1 Dragon Scales, 2 Essence of Light, 1 Mystic Dust, 2 Crystallised Moonbeams Once you click on the name of the spell from the interaction menu, you are given a list of Sims present on the lot. If you want your target Sim to hug your Sim, click on the name of your Sim from the list, and if you want that Sim to hug another Sim... well, you get the idea with that. The hug is guaranteed to succeed, regardless of how much one Sim wants to kick another Sim in the teeth. There is nothing special about this spell in the slightest � the only real benefit that can come from this spell is that it can help make/repair relationships between Sims that hate each other. === Expello Mortis ("remove death") === Target: Dead Sim/Grim Reaper Skill Points: 9 Alignment: Good 90% Ingredients: 2 Dragon Scales, 2 Essence of Light, 2 Crystallised Moonbeams If you're above having one Sim plead for the life of another (or your relationship scores are so low, they make rock bottom look like an ideal holiday destination), then there is another way around it. Simply target the Grim Reaper (most of the time, all you can do is target the Reaper, as the most common of Sim deaths tend not to leave a body to target). Providing that you can finish the spell before the Reaper finishes his paperwork and calls it in (he hates unnecessary paperwork), you can get the departed back alive and well. ----- Neutral Magic ----------------------------------------------- 03.02 ---- You should think of Neutral Magic as a utility belt... a utility belt for a very, very lazy Sim. Neutral Magic is very chore-centric; from cleaning leaves and puddles, to avoiding exercise or having to make dinner. Have friends round any time you want, and send them home again with equal whimsy. Save time, make time, and avoid doing pretty much anything ever again. === Aqua Deletus ("delete water") === Target: Puddle Skill Points: 0 Alignment: Any Ingredients: 1 Mystic Dust, 1 Crystallised Moonbeams Declare war on nuisance puddles (be they from rain, leaky plumbing, or leaky pets) by evaporating every last one of the little buggers from a lot (an especially useful spell in Seasons, or if you're into drowning people in your swimming pool and have wet ghosts everywhere). === Cleanius Corpus ("clean body") === Target: Caster Skill Points: 0 Alignment: Any Ingredients: 2 Mystic Dust Casting this spell will fill the hygiene need of your Sim by 50%. Yes, for a very low reagent cost, they need never bathe again (if you tried that in real life, you'd stink like a kipper). === Folium Deletus ("delete foliage") === Target: Leaves Skill Points: 0 Alignment: Any Ingredients: 1 Eye of Newt, 1 Mystic Dust One quick cast of this spell will instantly incinerate every leaf on a lot. Of course, if you don't have the Seasons expansion pack installed, you won't have any leaves, which means that you won't be able to cast this spell (which will make you sad). === Corpus Athleticus ("athletic body") === Target: Caster/Other Sim Skill Points: 1 Alignment: Any Ingredients: 1 Dragon Scales, 2 Mystic Dust The fitness bar of the target Sim will increase by 95% (meaning you can stuff your face and avoid any and all exercise like the plague). === Corpus Fleshicus ("fleshy body") === Target: Caster/Other Sim Skill Points: 1 Alignment: Any Ingredients: 2 Dragon Scales, 1 Mystic Dust Yup, this is the exact opposite of the previous spell (ingredients also). The target Sim will lose 95% of their fitness in a flash. There isn't actually a practical use for this spell, but it's always fun to make the neighbours into unfit pig-people. === Magivestigium ("magic footprint") === Target: Tile/Terrain Skill Points: 3 Alignment: Any Ingredients: Free A teleport by any other name, and all that. Simply click on the spot where you wish your Sim to travel to, and they'll zap there in an instant (with no warm-up or cool-down time). It's free, it's awesome, and it's probably the best spell in the game. === Creatum Nutrimens ("create nutrients") === Target: Caster Skill Points: 4 Alignment: Any Ingredients: 2 Dragon Scales, 1 Mystic Dust This will summon a platter of some gourmet-food-or-other into the hands of your waiting Sim. It's a group meal, so don't worry about not having enough to feed everybody � actually, even if you didn't have enough, the reagent cost for this spell is so stupidly low, you could just summon another platter. The food might be magic, but the plates are still real, so don't think that you can get out of doing the dishes when you're done eating. === Expello Simae ("remove a Sim") === Target: Other Sim Skill Points: 4 Alignment: Any Ingredients: 1 Dragon Scales, 1 Eye of Newt, 1 Mystic Dust Choose a Sim, and then zap them in the face. This spell will instantly remove the target Sim from the lot (regardless of what they're doing). An especially good way to get rid of those unwanted guests that seemingly never want to go home. If you cast this spell on a Sim that lives on the lot in question, they'll be removed from the lot for roughly two hours, after which time, they'll return as if nothing has happened. === Apello Cattus Amicus ("summon a feline friend") === Target: Caster Skill Points: 5 Alignment: Any Ingredients: 1 Dragon Scales, 3 Mystic Dust You'll need the Pets expansion in order to cast this spell. As the name implies, your Magus will summon a Spectral Cat to the lot (its colour will depend on the alignment of the Magus who summoned it). Spectral Cats are brilliant for so many reasons � they don't need the toilet, they're immortal, and they'll stay as long as you want, or until you leave the lot (they'll vanish even when you take them for a walk). Spectral Cats are also genderless (i.e. cannot reproduce), can be dismissed at any particular time, and arrive with full needs each time they are summoned. It's also always the same Spectral Cat that appears each time you cast the spell (you get to choose a name the first time a cat is summoned). The only way for your Magus to lose their feline friend is to move home while the cat isn't present on the lot (as you need to choose it as a moving companion). If you were to move while the cat wasn't present, it'd be a brand-new cat that appeared the next time you cast the spell. Along similar lines, you can have your cat come with you to community lots by selecting it from the companion menu when going to a lot (or you could just wait, and cast the spell again when you arrive at the lot. === Purgomagus ("purge magic") === Target: Caster/Other Sim Skill Points: 6 Alignment: Any Ingredients: 2 Dragon Scales, 2 Mystic Dust This removes any spells that are currently affecting a Sim (such as Compello Acceptus/Discrepo). This spell cannot return any memories or relationships that were lost due to Tabula Rasa (as the option simply does not appear as it does for the above two examples). If you were to, say, cast Tabula Rasa on a Sim and then follow it with Compello Discrepo (so the Purgomagus command would appear), all that would happen when you cast the spell is that Compello Discrepo would be removed. === Apello Simae ("summon a Sim") === Target: Caster Skill Points: 7 Alignment: Any Ingredients: 2 Dragon Scales, 2 Mystic Dust, 2 Crystallised Moonbeams Ever had a Sim tell a blatant lie to avoid coming over when asked? With this spell, as long as you know the Sim (i.e. they're in your contact book), you can just reach out and grab them at any time of day or night (this includes High Witches, meaning that you can shop for magical items from home). === Magus Mutatio ("magical mutation") === Target: Other Sim (non-Magus) Skill Points: 9 Alignment: Any Ingredients: 1 Dragon Scales, 2 Eye of Newt, 1 Mystic Dust, 2 Crystallised Moonbeams This is how all Magus are made. Cast this spell on a Sim and they will transform into a Magus of the same alignment as the caster (and gain a Cauldron and Grimoire). There isn't a great deal that you need to know about the spell (that you don't already know), just zap everyone you see, and make the world a shinier place. === Tempus Interruptus ("time stop") === Target: Caster Skill Points: 9 Alignment: Any Ingredients: 2 Dragon Scales, 1 Eye of Newt, 1 Mystic Dust, 1 Crystallised Moonbeams This spell will stop time on the lot (even the clock) and freeze every Sim (including pets) in place (preventing any interactions) � with the obvious exception of other Magus and Spectral Cats. While time is stopped, you are free to go about your business as usual (although, some object interactions will be unavailable). Time can be resumed by casting the 'Tempus Resumo' spell (it appears in the same slot as Tempus Interruptus), the caster dying, or the caster leaving the lot. Time will also resume after a set period. Certain spells cannot be cast while time is stopped (such as Inflammo), and certain things will prevent time from being stopped in the first place (such as fire). Certain events also prevent the spell from even appearing as an option (like the Grim Reaper being present on the lot). Ghosts, Sims that arrive after time has been stopped, and Dio Brando are also not affected. ----- Black Magic ------------------------------------------------- 03.03 ---- Black Magic is all about making the life of other Sims pure misery, killing them off, and then bringing them back from the grave in order to do it to them all over again. It may sound fun for you, but I wouldn't like to be that Sim. In short, causing death, defying death, and making other Sims look stupid is the very essence of Black Magic (fun, fun, fun). === Spiritus Poultria ("spirit of a chicken") === Target: Caster/Other Sim Skill Points: 0 Alignment: Any Ingredients: 1 Eye of Newt, 2 Mystic Dust For a brief time, the target will be possessed by the spirit of a deceased chicken (how that chicken came to be deceased, I don't know, but I'm guessing Colonel Saunders), much to the amusement of all. It's a fun little thing to do to Sims that you have a fond dislike of. === Mellifera Attackum ("honey-bearing attackers") === Target: Caster/Other Sim Skill Points: 0 Alignment: Good 89% Ingredients: 2 Eye of Newt, 1 Viper Essence Summon a swarm of angry bees to chase and sting the target frantically. They're harmful, but never fatal (and always fun). === Inflammo ("create fire") === Target: Tile/Terrain Skill Points: 2 Alignment: Good 49% Ingredients: 2 Eye of Newt, 1 Mystic Dust This spell is the leading cause of magic-related fatalities. Your Magus will let loose a blast that starts a fire on one tile, where it goes from there depends entirely on how stupid you were with your choice of location. This is the only spell in the game that can actually cause death to a Sim, or the destruction of objects (duh), so try and watch what you're doing, eh? === Heavus Ho ("worthy of vomit") === Target: Other Sim Skill Points: 3 Alignment: Good 19% Ingredients: 1 Eye of Newt, 1 Mystic Dust, 1 Viper Essence Providing that your lot has an adequate human waste depositary unit (a toilet, Holmes), the target will promptly shove their head down it and puke their guts up (better down there than on your shoes). If you don't have a toilet, then you can't make a Sim vomit (fuzzy logic is fuzzy). === Corruptus Locus ("corrupt locality") === Target: Caster Skill Points: 0 Alignment: Evil -20% Ingredients: 1 Dragon Scales, 2 Eye of Newt, 1 Mystic Dust, 1 Viper Essence As you've already guessed, this is the spell that a High Black Witch casts upon entering a community lot (or a new Black Magus will cast upon transformation). This'll cause a thunderstorm and summon a plague of roaches to the lot (which is certainly no fun if it's your lot). The storm doesn't act like a regular storm (as that would rely on you having Seasons), it's just for show, so the lightning can't actually doing anything to you. === Compello Discrepo ("compel to disagree") === Target: Other Sim Skill Points: 5 Alignment: Evil -20% Ingredients: 1 Dragon Scales, 2 Eye of Newt, 1 Mystic Dust The target Sim will be 'compelled' to reject the next five social interactions (regardless of how they actually feel about another Sim). Great for starting fights and, er... starting fights. If this were a real spell, it would explain why my bank manager hates me. === Servantus Attackum ("servant attack") === Target: Other Sim (including an Apello Servant) Skill Points: 6 Alignment: Evil -20% Ingredients: 1 Dragon Scales, 1 Eye of Newt, 1 Mystic Dust, 2 Viper Essence Your Magus will call forth an invisible apparition (just like with Apello Servantus) that is dressed in Black Magus finery. The key difference being that this apparition will beat seven bells out of the target Sim (which works like a conventional fight). Just because it's a magical being, it doesn't mean for a second that it's going to win - the Body Skill is still what determines who wins a fight (so a Magus with a high Body Skill will stand a better chance of their servant winning a fight). The target Sim will also know exactly who is to blame (your Magus will also receive the 'Won/Lost Fight' memory depending on the outcome). === Tabula Rasa ("blank slate") === Target: Caster/Other Sim Skill Points: 7 Alignment: Evil -50% Ingredients: 2 Eye of Newt, 1 Mystic Dust, 2 Viper Essence This spell will erase the memories and remove all relationship scores from the target Sim. Listen very carefully, for I shall say this only once, this spell cannot be reversed (Purgomagus only removes the on-going affects of a spell from a Sim, Tabula Rasa is a one-time shot and cannot be reversed). === Extractum Amorus ("extract love") === Target: Caster/Other Sim Skill Points: 8 Alignment: Evil -90% Ingredients: 1 Dragon Scales, 2 Eye of Newt, 1 Mystic Dust, 2 Viper Essence Cast this spell on a Sim that is in some form of relationship (i.e. crush, married, love) and they will end that relationship post-haste (with the targeted Sim initiating the action) - both Sims will suffer an insane drop in their relationship score, and (of course) be furious with each other. === Vivificus Zombiae ("give life to a zombie") === Target: Caster/Grave Skill Points: 9 Alignment: Evil -90% Ingredients: 2 Dragon Scales, 2 Eye of Newt, 2 Viper Essence Klatu, verata, niktu... wait, wrong incantation... wait, wrong damn book. If a Magus knows a Sim who has died (regardless of what lot they died on), you can bring them back to life (on your lot). If their grave is on your lot (then that means you killed them, you evil bastard), you can click on it and cast the spell that way; if not, you can do it through a self-interaction. Zombies are green, limping, cranky little buggers who constantly think about brains (fortunately, they don't act on those thoughts). Believe it or not, you don't actually need the University expansion pack in order to make Zombies. ===== Items and Objects =========================================== 04.00 ==== The Cauldron is the bread and butter of the magic world, not only can you use it to create all the reagents required to fuel your spells (all reagents can be created as a default option, regardless of alignment and Magic Skill), but it also allows you to create the potions that you would normally need to purchase from the Gypsy Matchmaker or Obedience Trainer (bear in mind, some potions will only appear if you have the corresponding expansion packs (i.e. no Nightlife, no cure for vampirism needed). o--------------------------------------------------------o | | SKILL | EXPANSION | ALIGNMENT | o---|------------------------|-------|-----------|-----------| | P | Lycanthropic-B | 01 | Pets | --------- | | O |------------------------|-------|-----------|-----------| | T | Plantophic-C | 01 | Seasons | --------- | | I |------------------------|-------|-----------|-----------| | O | Vampirocilin-D | 01 | Nightlife | --------- | | N |------------------------|-------|-----------|-----------| | S | Witchbegone-E | 01 | --------- | --------- | | |------------------------|-------|-----------|-----------| | | Essence of Cure Tails | 04 | --------- | Evil 20% |P | |------------------------|-------|-----------|-----------| | | Magically Spiced Sugar | 04 | --------- | Good 20% |P | |------------------------|-------|-----------|-----------| | | Love Potion #8.5 | 07 | Nightlife | --------- | | |------------------------|-------|-----------|-----------| | | ReNuYu Porta-Chug | 07 | Nightlife | --------- | o---|------------------------|-------|-----------|-----------| | O | Faerie Fire Floor Lamp | 02 | --------- | Good 20% | | B |------------------------|-------|-----------|-----------| | J | Hand of Darkness FL | 02 | --------- | Evil 20% | | E |------------------------|-------|-----------|-----------| | C | Little Miss Wendolyn | 02 | --------- | --------- | | T |------------------------|-------|-----------|-----------| | S | Palm of Darkness WS | 05 | --------- | Evil 50% | | |------------------------|-------|-----------|-----------| | | Fist of Darkness CL | 05 | --------- | Evil 50% | | |------------------------|-------|-----------|-----------| | | Stardust Wall Sconce | 05 | --------- | Good 50% | | |------------------------|-------|-----------|-----------| | | Stardusted C. Lamp | 05 | --------- | Good 50% | | |------------------------|-------|-----------|-----------| | | C. of Darkness Throne | 09 | --------- | Evil 90% | | |------------------------|-------|-----------|-----------| | | Throne of Light | 09 | --------- | Good 90% | o------------------------------------------------------------o P: Both of these potions will affect the niceness trait of a Sim. The Enchanted Essence of Cure Tails will lower the niceness trait to zero, while the Magically Spiced Sugar will raise the niceness trait to maximum. ===== Frequently Asked Questions ================================== 05.00 ==== === General Questions === Q: There is a title next to the name of my Magus, what does it do, and what are all of the different titles? A: They serve no real purpose, they just tell you how evil or good a Magus is. o------------------------------------------------o | | ALIGNMENT | o---|------------------------------------|-----------| | T | The Atrociously Evil Witch/Warlock | -100/-090 | | I |------------------------------------|-----------| | T | The Evil Witch/Warlock | -089/-050 | | L |------------------------------------|-----------|-----------o | E | The Mean Witch/Warlock | -049/-020 |^ EVIL ^ | | S |------------------------------------|-----------|-----------| | | The Witch/Warlock | -019/+019 | NEUTRAL | | |------------------------------------|-----------|-----------| | | The Nice Witch/Warlock | +020/+049 |v GOOD v | | |------------------------------------|-----------|-----------o | | The Good Witch/Warlock | +050/+089 | | |------------------------------------|-----------| | | The Infallibly Good Witch/Warlock | +090/+100 | o----------------------------------------------------o Q: If a White Magus and a Black Magus have a baby, what will it be? A: I don't know, confused? A Magus can only be created, they cannot be born. Once they become a teenager, you can cast Magus Mutatio on them just like you would with any other Sim. Q: I've accidentally killed a High Witch � is that going to be a problem? A: It's not going to be a problem, as there are three sets of High Witches in the phonebook (by default). When a High Witch dies/marries, a new one will spawn the next time you visit the Palace of Neverending Light/Fortress of Eternal Darkness. On rare occasion, a High Witch will be replaced by a High Warlock (they will seemingly not appear any other way) - they're identical to a High Witch in every respect. === Questions About This Guide === Q: Can I use your guide on my site? A: As of this moment, no you cannot host my guide. Why? Because I believe that the number of sites that I�m allowing to host this guide is enough, enough to keep track of and enough to provide adequate distribution to you, the wonderful FAQ reading public. Q: I have this guide, would it be okay if I used a part of yours? A: *Chokes* part of mine? What would be the point of that? You can use my guide as reference for all the things that I can�t own (i.e. facts), but you can�t go lifting entire paragraphs, even if you credit me for it. Just read the copyright notice at the top of this guide, and then think twice before 'borrowing' anything from me. Q: If I've found something that you were too stupid to include, or something that you've missed, what should I do? A: You could take it, turn it sideways and shove it... *ahem*, just drop me a line and tell me in exact detail as to what it was that I screwed up on or missed out. If you can help me to make this guide more accurate, you�ll win a cookie, a kudos cookie (great on calories, lousy on taste). ===== Credits and Outro =========================================== 06.00 ==== The greatest mysteries of magic have been revealed once more... wait, that was the Masked Magician. This has been my guide, you've been a wonderful audience, and I have been Your Humble Narrator. If you have anything to say, or anything to contribute, y'know what you've gotta do. I'm done here, so will the last one to leave, please remember to turn off the light. === Special Mentions and Thanks === The layout of this guide is based upon the layout used by Dalez in his Breath of Fire IV guide [http://www.gamefaqs.com/features/recognition/2741.html]. If for some strange reason, you would actually like to thank me, feel free to sign my guestbook [http://www.lah-di-dah.webs.com/apps/guestbook.htm] and pledge to serve as my vassal - too far? Well, just sign it and leave out the "serving me for all eternity" bit (if you like). ------------------------------------------------------------------------------- No, Mr. President, they have no idea of my true identity. Yes, Mr. President, it all went according to plan. Shall I continue with the second phase of the operation? Yes sir, understood. ------------------------------------------------------------------------------- =============================================================================== The Sims 2 and The Sims 2: Apartment Life (C) 2004-2008 Maxis The Sims 2: Apartment Life - Magic Guide & FAQ (C) 2009 Mike Penance ===============================================================================