The Sims 4 Realm of Magic: Spellcasting Guide
Playing a "Witch" and Using Spells in The Sims 4
A Spellcaster takes a hit from a Sage as they duel in the Magic Realm's dueling area.
Players demanded a witchcraft or magic system for The Sims 4, and Maxis have delivered. The new Spellcaster system allows players to make their Sim into a new life state that can use magic. There are a few differences between Spellcasters and normal Sims, so let's outline them here and give you some information to get started playing them.
Becoming a Spellcaster
There are a total of three ways to become a spellcaster in The Sims 4 Realm of Magic. Let's start with the way that will probably be used by most people new to the pack, which is accessible to any existing Sim Teen or up: Ask one of the three Sages in the Magic Realm.
A Sim becomes a Spellcaster. A Sage has given her the power after a simple fetch quest.
Heading to the Magic Realm via the portal in Glimmerbrook, go into the main "Magic HQ" building. There, you can click a Sage and 'Ask How to Use Magic'. Sages have glowing symbols floating over their heads, so they're very easy to spot. They'll give you a quest - a super simple one to pick up glowing magical motes - and when you complete this quest, you'll officially be a spellcaster. Just head over to the Sage to turn them in. You might want to grab a few more while they're visible in case they turn out to be useful!
You can also make a Spellcaster via Create-a-Sim just like any other Occult. You'll start out at Apprentice rank just like a Sim who did the quest.
The finally way to become a caster is to be born one. It may be that you still need to do the quest via one of the Sages or ask your super powerful parents to endow you with magical ability. If you have a Sim born to spellcaster parents, you'll get the Magical Birthright trait. This ensures that you get more Spellcaster Perk Points on rank up and may have some other effects. Maxis have said that Magical Birthright actually grows in power the more generations of Spellcaster a Sim has in their ancestry.
A summary of the Maxis Realm of Magic Deep Dive, held just before the release of The Sims 4's latest game pack. Includes extensive info on spellcasters, curses, familiars, learning magic, alchemy... and on and on.
Spellcaster Charge - Not a Typical Mana System
The main difference between Spellcasters and regular Sims is found on the needs panel. There's a new Spellcaster Charge meter up top. Using magic increases charge, causing your Sim to be utilizing more energy when they cast. This growing energy devotes more power to spells they cast but comes with a price - increased failure rates. Each spell you cast adds to the charge, and the amounts may vary depending on the difficulty of the spell (speculation).
Aside from failure rates and increased spell potency, there's a second thing about Spellcasters and the charge meter - when it's full, your Sim is in danger of a new Death by Overcharge. This new death type results in a Ghost with a Trait that makes them immune to another death by overcharge. This may be useful in some cases, meaning the leash is off when a Spellcaster has left the realm of the living.
Spellcaster Charge depletes naturally over time, but you can take perks that help you to manage it. Additionally we know there's a Discharge spell that causes a Sim to release this built up energy. This may be useful if you're near full on charge and want to continue casting. However we don't know if there are any drawbacks to this yet.
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Spellcasters can purchase a number of Perks, which impact magical ability, wizard duels and alchemy. You must gain more than one point on level up, else how could you buy a total of 24 with 4 ranks?
It looks like there are at least 6 Ranks to the Spellcaster system in Realm of Magic. The new system gives you perk points when you rank up, and experience is generated by doing magical witchy stuff like casting spells, dueling, creating or drinking potions.
It's possible to learn every perk if you are devoted enough, as you can overmax Spellcaster. There are 24 separate Perks you can buy with talent points. 15 of these are the type that require prerequisites, while 9 do not.
Two familiars are seen in this shot taken from the Realm of Magic Official Gameplay Trailer.
Familiars are little floating cutesies that follow your Sim around as a protective presence. They come as objects and disappear when you've bound them. While you can collect as many familiars as you want (and even have duplicates) you can only have one active at a time. I assume they are jealous of one another, the creeps.
While you have a familiar active, it is capable of preventing your wizard's death one time, though they need to recharge afterward. Just don't die twice in a row and you'll probably be OK. I guess because of how protective they are, having a familiar active gives your Sim a little positive moodlet.
Players who own Cats and Dogs can tag any of their .. dogs, or cats, as a familiar. They joked and indicated you could have the traditional black cat or a golden retriever. Go for a chihuahua if you want. Anyway, these forms of familiar are able to be sent after magical ingredients which will surely help your potion-crafting.. so go for the pet familiar if you want! We don't know how summoning them works just yet but hopefully you access them the same way once they're bound - via the Magic menu you get when you click your Sim.
Wands and Brooms
Central to playing a spell user, you'd want to have a wand, right? Well, Realm of Magic has both wands and brooms. Even though you don't really call these casters Witches, you do get to ride about like one. Brooms and Wands can both be favorited by your inventory, so you can tell your Sim to always use this or that wand or broom. Also, you're able to collect them and know that they only take up 1 slot in your Sim's inventory. Wands do not differ except in appearance, and their role is to really decide which casting animation your Sim will use. Brooms do have an actual function - transportation. Higher level casters are better at using them. You can set a broom to an always use broom for transportation mode, too!
Schools of Magic
There are three gurus, and three magical disciplines (other than Alchemy) in the Game Pack.
Spell are tracked in a Sim's Spellbook, which is a new panel accessible from the Motives/Needs panel (hotkey o). There are four magical schools in Realm of Magic. First are the spellcasting types - Practical with a total of 9 spells, Mischief which has 7, and Untamed magic which has 8 for a grand total of 24 spells Sims can learn.
A Sim learning a spell in Realm of Magic.
In addition to spells, Sims can learn a total of 15 distinct potion recipes. Many of these are cures or have functions that already exist in game, but we don't yet know what all of them do. For instance there is a potion that cures curses, and another that replenishes needs. We can see the names for all potions but at this time can't discuss exactly what they do.
Alchemy requires use of a cauldron, purchasable by Sims at home. You can also find cauldrons at the Magic HQ - several of them. You'll need ingredients in order to make a potion, which takes a bit of time. Up to four Sims can work together to speed up the process, or you can take the Blender Arm Perk to improve crafting times.
You can give other Sims potions or drink them yourself, though be wary - potions can fail and will likely do some horrid things to your Sims, like turn them green or give them a curse.
Curses result from failed magical acts, including drinking potions, failing to cast a spell, or during the Alchemy process. There are a number of cursees, and a Sim can have up to three at one time. Unlike Get Famous' fame quirks or Vampire weaknesses, it's not required that your Sim have curses and they can be cured. You'll definitely want to seek a cure from a potion or spell, as curses do not wear off automatically and can be extremely annoying.
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