Witch

A Witch or a warlock, the male counterpart, is the life state introduced in The Sims 2: Apartment Life and reintroduced in The Sims 3: Supernatural. In terms of functions, gameplay and features, witches are one of the biggest and most complicated life states in the game.

The Sims: Makin' Magic
In Makin' Magic, there are no special terms such as "witch", "warlock", or "wizard" for magical Sims, and being magical is not considered a life state. A magical Sim is simply one who has a wand in his or her inventory.

To acquire magic in Makin' Magic, an adult Sim can open the box left by the Mystery Man and get the magic wand. The box also contains some basic ingredients and a few MagiCoins. When the box is opened, A Hole in the Ground, a spellbook, and a wand-charger will appear. (These items can also be bought in Buy mode.) The wand-charger also dispenses wands; an adult Sim who didn't get one from the Mystery Man's box can get one from a wand charger. A child can get a child's wand from the MagiCo NeoMagical Newt, which must be bought in Buy mode. A Sim can give up their magic by going to Magic Town and selling their wand to the Mystery Man.

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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, teleporting around lots and owning feline familiars. Atrociously evil witches can bring the dead to back life as Zombies.

To cast spells or create potions and items (specifically, thrones, floor lamps, wall lamps and hanging lamps), reagents are required. As said above, these can be obtained by purchasing them from NPC witches, or crafted in a cauldron. Unlike in The Sims: Makin' Magic, Sims aren't required to pre-prepare spells before casting, but just need the right combination of reagents on the spot. Witches with higher magic skill have a higher success rate when casting spells and have access to the more powerful spells.

Spells


Spells are organized into three categories: "Good", "Neutral" and "Evil". Sims can study Good, Neutral, or Evil magic in their spell book. This increases their magic skill points, and changes their alignment towards the direction they are studying. To be able to use the strongest Spells and craft the most useful Items of each alignment, a Witch must be at the maximum level of their alignment. For example, an "Infallibly Good" Witch can cast "Expello Mortis" and also craft the "Throne of Light", a chair which charges all Motives simultaneously if used by Witch with correct alignment, whereas they would be required to earn full "Atrociously Evil" status before being able to cast "Vivificus Zombiae" and craft the "Throne of Darkness". The two thrones do exactly the same thing, but if a non-magical Sim sits in the chair, no mood effects will occur. If a witch sits in the opposite chair (i.e. an Evil witch sits in the the Throne of Light), the witch's motives will go down rapidly. Neutral witches will benefit from both types of chair.

Reagents
Magic items/reagents can all be crafted in the cauldron, but some reagents can be bought at the secret magic lot of the witch's alignment.

Alignments
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" witch stereotype, and have cauldrons which emit blue smoke. "Infallibly Good" witches also have a blue aura and gold sparkles on their skin. Good spells are intended to improve other Sims' lives, or their environment.

While crafting with their cauldrons, good witches will often let go of their spoons and read what looks like a 'cook book' for the various craftables; the spoons will move by themselves, continuing to stir the brew.

Using a "Neutral" spell will move a witch closer to the neutral alignment. They will thus make a Good caster less good and an Evil caster less evil. Neutral witches, when wearing normal clothes and a normal hairstyle, will appear as completely normal Sims/zombies/vampires/werewolves/etc. Hovering the cursor over the Sim to see his/her name will give the extended name that identifies him/her as a witch.

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, similar to the Wicked Witch from the Wizard of Oz movie, or from the Broadway musical Wicked. (Despite the resemblance, they will not die when doused with water.)

While making craftables, evil witches will periodically stick their fingers into ther cauldrons and taste their brew, then let out an evil cackle before resuming.

Feline Familiars
If Pets is installed, Witches may discover their feline familiar. Spectral cats 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, the lack of the need of a litter box and ability to breed. If treated well, the feline familiar is more likely to stay. They can be trained, but cannot acquire a job.

Other
It has been rumored that the High Witch is Bella Goth. The Sims 2 Chat confirms that Bella Goth is not a High Witch. There are two High Witches, one of light and and one of dark. Who they are depends on the neighborhood. In Belladonna Cove, the High Witches will always be Phoebe Adams (Good witch) and Frances McCullough (Evil witch). In other neighborhoods, the high witches will be chosen randomly with unique names.

Trivia

 * Witches can be combined with other life states, to make a hybrid, such as Witch-Zombie.
 * Teens through elders can be witches. Like adults and elders, teens can reach maximum magic skill, too.
 * Teens, regardless of aspiration, do not get any witch-related wants or fears. The want trees relating to becoming witches or being cured of witchery do not include the teen life stage. This makes it possible to turn non-knowledge sims into witches, and possibly accept this life state even into adulthood.
 * Although Good witches and Evil witches often have a rivalry, it is possible for them to be friends. If the player has non-NPC witches, they can most certainly make the witches develop a positive relationship. The rivalry between Frances McCullough and Phoebe Adams has been noticed by many players of the game. Evil witches have also been known to autonomously irritate or fight with Good witches.
 * Good and evil witches can summon "spectral assistants". An evil witch's assistant will fight a specified person, and a good witch's will clean up around the home. However, neutral witches do not have this ability.
 * Witches can visit any secret lot independent of their alignment. There is no restriction for a witch from another alignment to go to the other alignment's secret lot (example: Evil witch goes to the Good witch's secret lot.) There is no High Neutral witch, unlike the Good High Witch, and the Evil High Witch, and neither is there a secret lot for Neutral witches.
 * Good witches can't buy stuff from evil witches and vice versa. Neutral witches can buy stuff from either. For example, if a Good witch attempts to do business with an Evil witch, the Evil witch will cross her arms and look at the other witch with a dirty look, and on the upper-right of the screen, a comment will be made by the other witch.
 * Players have discovered that in other neighborhoods besides Belladonna Cove, the head good witch is usually an elderly woman with high personality points in nice. There have been some cases where there were two High Witches of each alignment, this is because the whole game (whether the neighborhood is custom or not) has 2 default high witches of each alignment.
 * Witches can appear on player-owned business lots even while the player is running them, and will usually just cast Beautificus/Corruptus Locus, summon their familiars, and leave after a short time. However, a player can assess their desire and show them their wares, and even earn stars from them.
 * If a player-owned business has an Electrono-Ticket Machine, the high witch or warlock will have to pay to stay on the lot, and will leave without casting a spell if he or she is not interested. That can be useful if the player does not want an evil witch to cause vermin to appear.
 * If the witch has paid for a ticket, the player can make her stay by asking them to join playing poker, for example. The high witch's motives, except hygiene, are static, and she will remain doing her activities for a long time, which will provide the business owner with income and customer loyalty.
 * If the High Witch is somehow managed to be cured of witchery, he/she will be replaced by a new one. The player can do this intentionally by killing them or having them drink Witchbegone-E, for example.
 * Reagents, potions and crafted objects can be put up for sale in a player-owned business if Open For Business is installed; there is, however, no controller that can be used to assign employed witches to craft reagents or other objects in a cauldron, which means that any witch-items crafted by anyone other than the lot owner will have to be manually transferred to the lot owner's inventory before they can be restocked.

The Sims 3: Supernatural
Witches have returned in The Sims 3: Supernatural expansion pack as one of the five playable life states. As seen in the trailer, witches can brew potions, engage in a magical duel with other witches, conjure poisoned apples as well as turn others into a stone statue. Witches and warlocks can cast good and bad witch spells. Witches can learn the Broomriding Skill, which will enable them to travel by broom.

Features

 * Witch spellcasting.png male and female Sims can become witches;
 * Witches will use a broom instead of a taxi;
 * Spells are classified into good (charms), neutral (spell) or evil (curse);
 * There are witch outfits, however, it is optional to dress them with one;
 * Witch can also be picked as a life state in Create a Sim;
 * Witches can have a witch child;
 * If a witch has a cat or minor pet, it will increase their magic skill and mood, and slow down their magic drain and increase the xp gained by 20%, and they will also gain the moodlet 'Animal Familiar'.
 * Witches can learn the Alchemy skill much faster than other Sims.
 * Witches can either become the Master of Dark Magic or the Master of Light Magic as a lifetime wish.Gasping_witch.png
 * Once a witch becomes a teenager they can control their powers and will recieve a wand.
 * Witches can cast spells using their hands if they purchase the Magic hands Lifetime Reward.
 * All witches have a magic meter that indicates how much magic they use. A witch's magic meter will drain after casting a spell. Some spells are more powerful than others, and use up more of the witch's magic.
 * There are 9 magic wands for witches. A wand will be in a witch's inventory after creating them in CAS, or throwing Bottled Witches' Brew on them.
 * A witch can challenge another witch to a spellcasting duel to test one's powers if both have the required magic skill.
 * Witches cannot clone themselves via the Clone Voucher.
 * Young witches will show signs of having magic powers when they play with their toys.
 * Both males and females are called witches.

Spells
Witches can use their magic powers to cast good spells or evil spells. The available spells depend on witches' spell casting hidden skill. Witches must cast spells, charms, curses or use the 'Play with magic' interaction on a regular basis in order to gain more skills. As the skill levels up, a pop up will appear that tells the witch has gained more skills.

Charms

 * (Level 1) Good Luck Charm: Grants the target the moodlet "Feeling Lucky" which gives +5 to mood and lasts for 24 hours.
 * (Level 4) Love Charm: Grants the target the moodlet "Imminent Romance" which will cause the target to become attracted to the next person who talks to them and lasts for 24 hours. Advanced love charms also grant a big relationship boost. Although, if the spell fails, the target Sim will be an instant nemesis of the next person he/she talks to.
 * (Level 6) Hunger/Thirst Charm: Replenishes the Hunger or Thirst bar Need of the target.
 * (Level 6) Bladder Charm: Replenishes the Bladder Need bar of the target.
 * (Level 6) Hygiene Charm: Replenishes the Hygiene Need bar of the target.
 * (Level 8) Sunlight Charm: Cures Zombies and other negative moodlets as well as granting the target the moodlet "Bathed In Sunlight" which gives +15 mood, immunity to Pestilence Curse, removes most bad moodlets, protects from vampires, and lasts for 2 hours.

Curses

 * (Level 4) Toadification Curse: Grants the moodlet "Toadified" which causes a few changes to the target, including their skin changing colors and their head becoming a giant toad head. There are a number of cures for the "Toadified" moodlet including the Cure Elixir, Potent Cure Elixir, Sunlight Charm, and a special Toad Kiss which the "Toadified" Sim may request from another.
 * (Level 5) Haunting Curse: Causes a Ghost to haunt the target granting the moodlets "Haunted" and "Scared". "Haunted" causes -20 mood and lasts for 2 days while "Scared" causes -25 mood and lasts for 3 hours ("Scared" will even affect characters who have the Brave personality trait).
 * (Level 7) Hunger/Thirst Curse: Reduces the Hunger/Thirst Need bar to red.
 * (Level 7) Bladder Curse: Reduces the Bladder Need bar to red.
 * (Level 7) Hygiene Curse: Reduces the Hygiene Need bar to red.
 * (Level 8) Pestilence Curse: Grants the moodlet "Sick and Tired", which if not cured within 24 hours causes the "Pestilence Plague" moodlet, which causes -30 mood and lasts for 2 days. Within the latter half of the "Pestilence Plague" moodlet the Sim will have regular coughing fits. Both "Sick and Tired" and "Pestilence Plague" moodlets can be cured by the Sunlight Charm, a Cure Elixir, or a Potent Cure; while the "Pestilence Plague" can also be cured by waiting out the 2 days. Once either of the moodlets are cured the Sim will gain the "Immunity" moodlet which will make them immune to the Pestilence Curse for 2 days.

Spells

 * (Level 0) Conjure Apple: Randomly conjures either an apple or a poison apple. Evil witches can conjure poison apples at will.
 * (Level 1) Conversion Ritual: Randomly turns one collectible into another collectible.
 * (Level 2) Fire Blast: Shoots a blast of fire at the target. If cast at a Sim, will remove the "So Cold" moodlet (if applicable) and grant the "Singed" moodlet.
 * (Level 2) Ice Blast: Shoots a blast of ice and snow at the target. If cast at a Sim will remove the "Singed" moodlet (if applicable) and grant the "So Cold" moodlet which causes -10 mood and lasts for 2 hours. (This spell can target certain items which will then break.) It is possible for this spell to freeze a Sim solid; the resulting ice statue can either be thawed instantly with a Fire Blast or will melt over the next few hours, freeing the Sim and leaving puddles.
 * (Level 3) Upgrade Appliances: Upgrades any appliance.
 * (Level 9) Restoration Ritual: Cleans up the lot in which it is cast.
 * (Level 10) Reanimation Ritual: Cast on a tombstone, it will bring back the target Sim as a zombie (This zombie will not be a part of the active family)
 * Bewitching Rain: Cast on the weather stone to cause other Sims to go crazy and do the rain dance. The spell requires The Sims 3: Seasons

Objects
Before the announcement of Supernatural, players can also buy the Lady Ravendancer Goth's Book o' Spells from The Sims 3 Store for 500 SimPoints. This item costs §72,000. They can also buy Lord Vladimir's Magic Cauldron from the store for 600 SimPoints. Both of the objects can be found in Buy mode under Misc. Entertainment/Skills. They can be bought together in a set named "More Magic!" or in a compilation for January 2012 at the store.