Witch

A Witch or a warlock, the male counterpart, is a 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. Most features of the life state are focused on magic and the ways that witches can use it to manipulate their surroundings.

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.

However, having both the powers and appearance of a witch/warlock is possible, and will require a Sim to use the Beauty or Beast charm, and select the witch/warlock costume so they'll temporarily take on the appearance of a witch/warlock (depending on the Sim's gender). This charm requires 3 Beeswax ingredients that can be homemade (by the beehive) or bought from Magic Town. The change in appearance will be lost, however, if the changed Sim changes into any other outfit or takes a shower/bath.

The Sims 2: Apartment Life
To become a witch in The Sims 2: Apartment Life, a Sim (teen, young adult, adult or elder) must be turned by one. This can be done by either befriending a high witch (who at times show up at a community lot) and asking to be thought the ways of light/darkness, or directing a playable witch with enough magic skill to cast "Magus Mutation" on said Sim. Once done, the Sim will become either a good or evil witch, respectively on the type of witch they been turned, and will have an extended name of their alignment tile, for example, "Goneril Capp the Evil Witch". They will also receive a witch attire (robe, hat) and the required kit (cauldron, spellbook) to partake in magic. Their colors will be determined by the witch they were received from. At a glance, females may appear to wear laced corsets, but this is actually the lacing that holds the robe closed. The new witch may then purchase goods from other witches, including reagents (see below), as well as a new cauldron or spellbook.

While witches and warlocks receive distinctive clothing, they can change into normal clothing and headgear, which has no effect on their magical powers. Every time a witch or warlock passes an alignment threshold, he or she will automatically be dressed in a new robe and hat.

Players can use the testing cheat to make the process easier, by summoning a high witch via Mailbox debug menu, dragging the relationships bars to 100, and/or making a witch temporarily selectable and have her cast the "Magus Mutatio" spell onto the target Sim, making them into a witch/warlock.

The Sims 3: Supernatural
To become a witch in The Sims 3: Supernatural, a Sim that is a teen or older can buy the "Bottled Witches' Brew" from an alchemy shop. A Sim with at least level 9 in the alchemy skill can make the elixir using Aleister's Alchemy Station. Once the elixir is obtained, the Sim must drink it to become a witch. Sims can throw it onto others to turn them as well.

Sims also have a chance to be born a witch if one or both of their parents were a witch. They can't use their powers until they become a teenager. However, the ability to make toys disappear will at least let the player know whether the Sim is or isn't one.

Alternatively, Sims may be created as witches in Create a Sim.

The Sims 2: Apartment Life
Witches as a defined life state first appeared in The Sims 2: Apartment Life. They're the most complex life states out of others, featuring an categorized alignment system and item check-based spell casting mechanic. Amongst other things, witches have many new other abilities. They can craft potions and magic reagent, travel to other lots via broomstick, teleport around lots, access the magic sub-hood's lots.

Spells


Each spell requires a certain magic level or specific requires of certain number to be available. 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 are organized into three categories: "Good", "Neutral" and "Evil". Sims can study good, neutral, or evil magic in their spellbook. 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 Throne of Light), the witch's motives will go down rapidly. Neutral witches will benefit from both types of chair.

Reagents
Potions, reagents and exclusive-new objects can all be crafted in the cauldron, but some reagents can be bought at the secret magic lot of the witch's alignment. With the exception of reagents, each requires a certain magic level or/and alignment to be available for crafting.

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 and warlocks have spellbooks on plain wood stands and their cauldrons emit white smoke. Neutral witches, when wearing normal clothes and a normal hairstyle, will appear as almost completely normal Sims. The only known visible difference between neutral witches and normal Sims is that neutral witches have a tiny transparent yellow sparkle behind their right ear, which can't be seen easily. 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 their cauldrons and taste their brew, then let out an evil cackle before resuming.

Feline familiars
If Pets is installed, a witch may find a feline familiar that reflects their alignment. Spectral cats can be summoned from "The Void" at any time, 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.

High witches
There are two high witches, one of light 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.

In Magic stealth sub-neighborhood, there are three pre-made "Atrociously Evil" Witches and three pre-made "Infallibly Good" Witches. They will be the default high witches in the neighborhoods other than Belladonna Cove. There are also three pre-made neutral witches that don't appear in-game, and can only be found using cheats. Their names are randomized at the start of the game. The following names are only referenced in the game files.


 * Amber Pons (High Evil Witch)
 * Marisa Rossi (High Evil Witch)
 * Annie Harris (High Evil Witch)
 * Jaiden Bruenig (High Good Witch)
 * Genesis Chin (High Good Witch)


 * Jane Chung (High Good Witch)
 * Naenae Kwa (Neutral Witch)
 * Amanda Owens (Neutral Witch)
 * Lakshmi Bruty (Neutral Witch)

Trivia

 * It has been rumored that the high witch is Bella Goth, however, The Sims 2 Chat confirms that Bella Goth is not a high witch.
 * 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 appearance of an evil witch is similar to that of The Wicked Witch of the West, in Wizard of Oz.
 * Witches in The Sims 2 are the only version of witches that can teleport in The Sims series. Teleporting is also the only spell that doesn't require any reagents.
 * In The Sims 2, if a Sim's eyebrows and facial hair (if any) are a different color from their hair, the eyebrows and facial hair will change to the color of that Sim's hair.

The Sims 3: Supernatural
Witches make a return in The Sims 3: Supernatural expansion pack as one of the four playable life states included in that pack. Witches can cast spells, charms and curses to better their own or somebody else's life, or cause ruin and mischief.

Becoming a witch
Witches can be created directly from within Create a Sim, by using the Supernatural Type selector.

Sims can also become witches, or turn other Sims into witches, by using the "Bottled Witches' Brew" elixir. The elixir can be mixed in an alchemy station (level 9 of alchemy skill required), or bought at the elixir consignment store, though it's not always available for purchase.

Curing
Sims can use a "Potent Cure Elixir" to cure themselves, or other Sims, of witchcraft. A witch's romantic interest can ask the witch to "Forsake Witchitude", which will trigger a special opportunity. Sims can complete the opportunity by visiting the Vault of Antiquity or the science lab and be cured afterwards.

Appearance
Unlike the other life states, a witch's physical appearance has no special features; witches and normal Sims look just about the same. Witches can wear witch-styled robes, gowns, and pointy hats if the player so chooses, but those are ordinary clothing options available to all Sims, regardless of their life state.

Biology
Witchcraft is genetic, meaning that if one of the parents is a witch, then there is a 50% chance the offspring will be a witch as well. If both parents are witches, the offspring will certainly also be a witch.

Natural born witches are unable to use magic until they become teenagers, at which time they automatically receive a "Classic Witch Wand", the most basic magic wand, and the ability to learn the Spellcasting hidden skill. However, witch toddlers will occasionally make their toys disappear.

Since witchcraft is genetic, a clone of a witch will also be a witch.

Witches do not possess an extended lifespan, unlike the other life states.

Magic power
Like fairies, witches possess a magic power meter, which depletes every time a witch uses magic. Magic power regenerates over time, and can be replenished instantly by using an "Essence of Magic" elixir. During full moon, witches spend 50% less magic power and gain 25% more successful spell rate.

If the magic power meter is reduced to 50%, the witch will gain the "Magic Power Waning" neutral moodlet. If it is reduced to 25%, the witch gains the "Magic Power Critical" negative moodlet. When the Magic Power is completely depleted, the witch will get the "Magic Power Depleted" negative moodlet, which will prevent the magic power from regenerating for 6 hours, unless replenished via an elixir.

Other aspects
Witches also have several "passive" abilities, bonuses, or aspects, as following:
 * If a witch owns a cat or a minor pet, it will give them "Animal Familiar" moodlet, which will increase the skill gain rate towards spellcasting hidden skill, lowers their magic power depletion. The moodlet is gained when in close proximity to the pet (or when carrying it, in the case of minor pets).
 * Witches learn the alchemy skill faster than normal Sims.
 * Witches will use a magic broom as their default long-distance transportation, even if they do not have one in their inventory.
 * Witch children cannot cast spells, but can ride a broom. Like teen and older witches, the child will use a broom as their preferred long-distance travel, even without having one in their inventory, but the child's broom has training wheels.
 * Witches benefit the most from using brooms, as their magic power replenishes faster while riding one, or while performing stunts and tricks on the magic broom arena.
 * Witches can purchase a special Magic Hands lifetime reward for 20,000 lifetime happiness points. This reward enables witches to cast spell using their hands at low magic power cost without failing and eliminates the need of using magic wands.
 * Once a witch reaches level 3 spellcasting skill, they gain the ability to engage in spellcasting duels with other witches. The winner is determined by the level of their spellcasting skill, and will gain a positive moodlet, while the loser will gain a negative moodlet, each lasting for 3 hours. The result may also be draw, in which both witches gain a neutral moodlet. This is a good method of increasing their spellcasting skill.
 * Witches cannot clone themselves with the Clone Voucher lifetime reward.
 * Toddler witches are unable to use magic, but they can sometimes make a toy disappear in their hand and reappear, while playing with toys from a toy box.
 * Witches can also play with magic to increase their spellcasting skill, though very slowly. Playing with magic is also a frequent wish for witches.
 * Witches with the evil trait can "Conjure Poisoned Apple" instead of the normal "Conjure Apple". The spell will conjure a poisoned apple by default, though there's a chance it will conjure normal apples.
 * In the relationship panel, witches are displayed with a yellow border around their thumbnail, just like several other life states.
 * During a full moon, a witch's spells consume less magic power and they are more likely to succeed.
 * At level 5 of spellcasting skill, witches will begin performing more advanced animations when using magic, and the yellow magic trail emanating from their wand will become magenta with blue particles.
 * Unlike The Sims 2: Apartment Life, both genders are called "Witch", instead of "Warlock" for males.
 * Witches light fire pits and fireplaces using the "Fire Blast" spell, and extinguish them using "Ice Blast", by default, and can put out small house fires the same way.
 * Learning the "Ice Blast" spell renders the brave trait redundant since they automatically fight fires with it.

Spells
Witch spells in Supernatural are categorized under charms, spells and curses. Magic power is required to cast spells, and each spell has its own magic usage. Spells also have a chance to fizzle or fail, which can yield negative results on the caster. It can be decreased by using higher quality wands or higher spellcasting skill.

There are a total of 20 spells, including "Bewitching Rain" and "Conjure Apple".

Note: Unless stated otherwise, all spells take 3 seconds to cast.

Charms

 * (Level 1) Good Luck Charm: Grants the target the "Feeling Lucky" moodlet which gives +5 to mood and lasts for 24 hours.
 * (Level 4) Love Charm: Grants the target the "Imminent Romance" moodlet 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 the Sim can only become a romantic interest, and it doesn't allow Sims to start an official relationship with the significant other. However, 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 need bar 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 including allergies as well as granting the target the "Bathed In Sunlight" moodlet which gives +15 mood for 2 hours, immunity to pestilence curse, and protection from vampires. If used on werewolves in wolf form it will revert them to human form and it will cause the "Too Much Sun" moodlet to appear on vampires.
 * Moodlets this spell is capable of curing include, but not limited to:


 * Abducted
 * Soaked
 * Heart Broken
 * Upset
 * Saddle Sore
 * Rejected First Kiss
 * Magical Rubbish
 * Feeling Unlucky
 * Nauseous
 * Not So Fair
 * Aching Back
 * Heartwrenching Scene
 * Inner Beauty


 * Sore
 * Lost a Trivia Challenge
 * Unexpected Weight Gain
 * Mourning
 * Mummy's Curse
 * Shredded Dignity
 * Once Bitten, Twice Shy
 * Betrayed
 * Allergy Haze
 * Kicked
 * It's Like I'm Invisible
 * Fired!
 * Grounded!

Curses

 * (Level 4) Toadification Curse: Grants the "Toadified" moodlet 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. Normal Sims are the only ones to be affected by the curse, while all other occults are immune to the spell.
 * (Level 5) Haunting Curse: Causes a ghost to haunt the target granting the moodlets "Haunted" and "Scared", or causes instant death to the caster. "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 trait).
 * (Level 7) Hunger/Thirst Curse: Reduces the hunger or 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 for the moodlet to expire. 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) 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.
 * (Level 0) Conjure Apple: Randomly conjures either an apple or a poisonous apple.
 * (Level 1) Conversion Ritual: Randomly turns one collectible into another collectible. Requires an end/coffee table or counter to use.
 * (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. It is possible for this spell to set the target Sim on fire.
 * (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 Sunlight Charm. It will also melt over the next few hours, freeing the Sim and leaving puddles.
 * (Level 3) Magical Upgrade: Upgrades any object; this doesn't contribute toward handiness skill, however. The duration of casting is dependent on spellcasting hidden skill level.
 * (Level 9) Restoration Ritual: Cleans up the lot it is cast on, but will not put toys away or make beds. It also repairs broken objects on the lot and disarms pranks set up by children and teenagers.
 * Warning: Using this spell while there are leftovers in any refrigerator will cause them to spoil.
 * Caution: If any drinks from the mixology skill are present, even if they haven't gone bad, the spell will clean those too.
 * Caution: If this spell cleans a toilet, there is a chance of it breaking.
 * (Level 10) Reanimation Ritual: Cast on a tombstone. It will bring back the target Sim as a zombie. (Doesn't work on children's graves.)

Notes and trivia

 * Witches in Supernatural are good in defending themselves from tricks pulled out by the other occults. For example, when a fairy performs a fairy trick on a witch, there is a good chance it will backfire to the fairy instead of the witch, then the fairy will receive a negative moodlet depending on the trick pulled.
 * There is a reference to The Sorcerer's Apprentice film when the spellcasting skill is raised to level 9.
 * Casting the "Haunting Curse" with a classic wand is not such a good idea. This is because the classic wand has the lowest spell accuracy which will often trigger the spell to backfire, causing death. To avoid this, try using a more expensive magic wand, witches that haven't been played will have a classic wand and may kill themselves by casting the haunting curse.
 * Witches can cause untimely deaths to other Sims, though not directly.
 * If the witch casts a "Fire Blast Spell", the target Sim will either be singed or be on fire. Alternatively, they can cast it around the floor of a household as many times as their magic power allows, likely resulting in some deaths provided that no Sims put the fire out or any fire alarms go off. Sims with the evil trait draw delight from this. Strangely, Sims will still get money from fire loss, even though nothing may be lost in the fire that a Sim casts.
 * A witch can cause death using the "Hunger Curse" or "Thirst Curse" (for vampires). In that way, the hunger/thirst bar will decay and cause death.
 * There seems to be a glitch related to the "Fire Blast Spell" where the indemnity granted by the insurance after a fire could reach ridiculously high amounts (going as far as §300,000) if the said fire was the result of this spell, even if no objects were destroyed. This could be exploited to make considerable amounts of Simoleons in a very short time simply by using the "Fire Blast Spell" anywhere the lot and then extinguishing the flames repeatedly. Purchasing the "Magic Hands" lifetime reward may cause this glitch.

Store content
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.