Spells

Spells are part of the magic that is featured in The Sims: Makin' Magic and The Sims 2: Apartment Life.

The Sims: Makin' Magic
Magic, spells, and charms were introduced to SimCity in Makin' Magic. The premise is simple: Sims collect ingredients and combine them to create a useful spell. However some magic can only be used by adults, while some can only be used by children.

To start casting, you'll receive a box from the Mystery Man. Inside the box there is a spell book, a wand charger, a wand, 35 MagicCoins, and a Hole in the Ground. You also get some basic ingredients. If you want to make charms, you'll need to go into Buy Mode and buy the EverAfter Crafter. You can look up spells and charms in the spell book and see what ingredients you need for each, and whether they go in the wand charger or the EverAfter Crafter. However, you will not see the name of the spell or charm until someone in the family has made it.

Children can also perform magic. They collect ingredients and place them within their own magical combiner, called the MagiCo NeoMagical Newt. Most children's magic is done with charms, but kids have their own versions of the Get Happy, Smiley Face, and Enchant spells. The kid versions of Get Happy and Smiley Face can be used on adults.

Ingredients
Sims need to collect ingredients to create a useful spell. Of course, some ingredients are harder to obtain than others, and that means some spells are more difficult to produce. Some Ingredients can be bought with MagiCoins, and some can be bought with simoleons. Many ingredients can be made or gotten at home. Some ingredients can only be obtained by bartering with vendors in MagicTown, or by performing tasks for them.

Wand charging and charm making
To add ingredients to the wand charger, NeoMagical Newt, or EverAfter Crafter, click "Add...". You will see a pie menu with all ingredients the Sim has which can be added to that combiner. To see what's in the combiner, click "Read Label". To empty it, click "Empty Out".

Once the three ingredients have been added, click on the combiner and select "Charge Wand" (for the wand charger), "Make Magic" (for the NeoMagical Newt), or "Make Charm" (for the EverAfter Crafter). With spells, the number of charges an adult gets depends on the type of spell and the Sim's Cooking skill. Kids only get one charge when they charge their wands, but kid's charms always get six charges. The number of charges an adult charm gets depends on the type of charm and the maker's Mechanical skill.

How to cast spells
Click on the Sim you want to cast at, or the object you want to enchant. If the option "Cast..." appears, click on it and you'll see a pie menu with all the spells which that Sim can cast at that target.

Enchant and Enchant Jr can only be cast on inanimate objects, and not all of them. A Friend Indeed can only be cast on family pets. Other spells can only be cast on Sims who have been greeted. If the "Greet" option appears when you click on a Sim, you can't cast at that Sim until they've been greeted.

List of spells
This is a list of spells that can be cast.

Magical growths
These are items that appear on a Residential lot after adult Sims who live there cast enough spells or charms.

The Sims 2: Apartment Life
You must be a Witch to perform spells. Witches with higher magic skill have a higher success rate when casting spells and have access to the more powerful spells. To cast a spell, you simply need to have a Magical Sim selected, then click on any object, Sim, or open space on the ground you wish to interact with as normal. Then select the option Cast Spell . . .. Different spells will be available depending on the target objects, Sim's, the selected Witch's Magical Ability and magical Raegents the Sim has in their posession at the time.

Spells are organized into three categories: "Good", "Neutral" and "Evil". You need to have a perfect alignment in one of the three magics to cast the strongest spells of that alignment. For example a perfectly "good" witch can craft a "throne of light" which is the ultimate chair that charges all motives simultaneously. This also means that as a Witch strays further and further from one side, they slowly begin losing the ability to cast that alignment's spells. However, any Witch can cast any Neutral Spell, provided they have the magical ability to do so, but conversely, a fully Neutral Witch cannot cast either the powerful Good spells or the powerful Evil spells. A witch with the perfect alignment in the neutral range can cast the most powerful spell in all of the alignments, Tempus Interruptus.

Also spells can't fail in an interesting way. The only thing that happens when a spell fails is that the witch or warlock's needs fall.

"Neutral" spells
"Neutral" spells are either beneficial to the caster.

"Evil" spells
"Evil" spells ruin other Sim's lives.

Credits

 * List of spells and their reagents compiled by mpg2003
 * List Good Spell levels compiled by skyline220

Trivia
The spell Tabula Rasa refers to the philosophical concept, which states that humans are born with no innate knowledge, and that therefore all behavior is learned.