Witch

Witches (or warlocks, who are the male counterparts) are the life state added in The Sims 2: Apartment Life. As seen here, they are one of the biggest and most complicated life states in The Sims 2. However they won't die from being in water or change back to a Human if they change into their original clothing!

The Sims: Makin' Magic
To become a witch/wizard in The Sims: Makin' Magic, an adult Sim can open the box from 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 NeoMagical Newt, which must be bought in Buy Mode. A Sim can give up being a witch/wizard by going to Magic Town and selling their wand to the Mystery Man.

In Makin' Magic, there are no special terms such as "witch", for magical Sims, and being magical is not considered a life state.

The Sims 2: Apartment Life
To become a witch in The Sims 2, a Sim must find one, and befriend him or her. Once done so, a new interaction appears: "Teach Me the Ways of the Light" (if the befriended witch is good) or "Teach Me the Path of Darkness" (if the befriended witch is evil). Once done, the Sim will become either a good or evil witch, depending on the type of witch they befriended, and will have an extended name including their alignment, for example, "Bella Goth the Good witch". They will also receive a robe, hat, cauldron and spell book. Their colors will be determined by the witch they were received from. The new witch may then purchase goods from other witches, including reagents (see below), as well as a new cauldron or spell book.

There are also several ways to use hacks to become a witch/warlock. One of them is to enter the cheat "boolprop testingcheatsenabled true" (Press CTRL+Shift+C to make a little box show up. Enter cheats here). Then press shift and click a witch and press "MAKE SELECTABLE". When the player is controlling the witch, click on a Sim and cast the spell "Magus Mutatio". And the Sim is now a witch.

Shift-clicking on the mail box with testingcheatsenabled on and selecting "Make NPC..." then "Good Witch" Or "Bad Witch", will cause the high witch of that alignment will visit the house in maximum one hour.

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" (i.e., ghost cats from another dimension).

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 "Infalliably Good" Witch can cast "Expello Mortis" and also craft the "Throne of Light", a chair which charges all Motives simultaneously, whereas they would be required to earn Full "Attrociously Evil" status before being able to cast "Vivificus Zombiae" and craft the "Throne of Darkness".

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 Sim's lives, or their environment.

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. A Neutral witch, in normal clothes and with a normal haristyle, will appear as completely normal Sims/zombies/vampires/werewolves/you get the point. Rolling over the Sim to see the tooltip will give their extended name to identify him/her.

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, like the "Wicked Witch" from the Wizard of Oz movie.

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.


 * Witches can be combined with other life states.
 * Teens through elders can be witches. Like adults and elders, teens can reach maximum magic skill, too.
 * Good witches and Evil witches often have a rivalry, however, it is possible for them to be friends. If the player has non-NPC witches, they can most certainly make the witches acquainted positively. 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 make 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. Good witches, however, if their business with the opposite alignment fails, they can construct Evil REAGENTS ONLY, as well as reagents from other alignments, and vice versa.
 * 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.
 * There is no High Neutral Witch in any neighborhood, even if it is a custom neighborhood.

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 aquire a job.