Witch

Witches are the life state added in Apartment Life. As seen here, they are one of the biggest and most complicated life states in Sims 2.

To become a witch, a Sim must find one, and befriend it. Once done so, a new interaction appears: "Teach Me the Ways of the Light" (if the befriended witch is good) or "Teach Me the Evil Ways" (if the befriended witch is bad). Once done, the Sim will become either a good or bad witch, depending on which type of witch they befreinded, and will have an extended name which includes their alignment, for example, "Bella Goth the Evil witch". They will also receive a a robe, hat, cauldron and spellbook. Their colours will be determined by the witch they were recieved from. The new witch may then purchase goods from other witches, including reagents (see below), as well as a new cauldron or spellbook.

Abilities
Witches have MANY new abilities, including casting spells, crafting exclusive items, creating reagents and potions, being able to travel to other lots via broomstick, teleport around lots and own "feline fammiliars" (i.e, ghost cats from another dimension). To cast spells or create potions and items (specifically, thrones, floor lamps, wall lamps and haning lamps), reagents are required. As said above, these can be obtained by purchasing them from NPC witches, or crafted in a cauldron. Unlike in Makin' Magic, Sims aren't required to pre-prepare spells before casting, but just need the right combination of reagents on the spot. A new magic skill is also given. Witches with higher magic skill have a higher success rate when casting spells.

Spells are organised into three catergories: "Good", "Neutral" and "Evil".

"Good" Casting more "Good" spells will result in a witch becoming "Good", and casting even more will make the witch "Infallibly Good". Both alignments wear white robes and hats, craft items which suit the "Good" wtich stereotype, and have cauldrons which emit blue smoke. "Infallibly Good" witches also have a blue aura. Good spells are intended to improve other Sim's lives. Examples of "Good" spells include:


 * Banish Death: Brings a Sim back to life.
 * Aura of Niceness: Makes the world a better place to live.
 * De-Fuego: Instantly extinguishes a fire.
 * Bugs of Ambiance: Summons butterflies of fireflies, depending on the time of day.
 * Make Agreeable: Forces a Sim to accept the next five socials interactions.
 * Waves of Happy: Boosts Sims in a certain area's happiness (great for parties)
 * You Can Has Cheezburger: Spawns a tray of food, varies depending on the time of day.

"Neutral" "Neutral" spells have no effect on alignment, but if a witch who is good casts enough evil spells, or vice versa, they can become "Neutral". "Neutral" witches just wear brown robes, and may have any type of cauldron, depending on their previous alignment. It's presumed, so far, that "Neutral" witches can't craft items like "Good" or "Evil" witches can. "Neutral" spells improve the caster's life. Examples of "Neutral" spells include:


 * Make Fit: Makes a Sim fit.
 * Make Fat: Makes a Sim fat.
 * Mighty Cluck of the Beyond: Possesses the target Sim to act like a chicken.
 * Leave'spolsion: Clears all the leaves from a Lot.
 * Puddle Evaporator: Clears rain, mess and pee puddles from a Lot.
 * Freeze Time: Freezes the lot and its time, resulting in everything BUT witches and feline familiars to be frozen, leaving unfrozen Sims doing whatever they please.

"Evil" Once enough "Evil" spells are cast, a witch will become "Evil" or "Atrociously Evil". They will wear black robes, craft gothic-like items, and have a cauldron which emits red smoke. "Atrociously Evil" witches have green skin and a sickly green aura. "Evil" spells ruin other Sim's lives, some examples being:


 * Resurrect Zombie: Resurrects a dead Sim as a zombie.
 * Bees!: Summons bees to chase a Sim.
 * Mist of Plague: Forces a Sim to throw up.
 * Fuego: Sets an object on fire.

Feline Familiars
If Pets is installed, Witches may discover their feline familiar. Feline familiars can be summoned from "The Void" at any time, and resemble its owner's alignment, and may return to "The Void" when it's too uncomfortable, or when its owner leaves the lot. Feline familiars are like cats, except in appearance, and the lack of the need of a litter box and ability to breed. If treated well, the feline familiar is more likely to stay.