Most roles are a particular high priority ex: Maid has a high priority to clean. The exception to this is Guest, which simply enables the Minion, if an NPC, to act like an invited Guest in your home. Guest is incompatible with the Restricted setting for this reason and vice-versa—they will turn each other off. Restricted confines the sim to ONLY doing the behaviors included in any active roles.
If no roles are active, they will stand around and do nothing. Special minion commands these commands are always available for a Sorcerer who has made the target into a minion at least once :.
You start with access to the Skill Level 1 spells. To begin progressing in Mischief Arts skill, you can use the Skill Level 1 spells listed below. It can be played with the other rituals too, though it doesn't impact, or is impacted by, Alignment or Magical Connection.
Some of these Spells require Seasons or Get Famous and may not appear at all if you don't have those expansions. Some may appear, but won't do anything if you don't have the expansion in question. Generally speaking, anything involving weather Seasons or reputation Get Famous requires those expansions. This is a departure from my normal MO of trying to make everything base game compatible. The reason is, quite a few fundamental features of Mischief Arts were inspired by features from Seasons and Get Famous, and I wanted to see what I could do with the possibilities opened up by those expansions.
If you are missing one or more of those expansions, the mod should still be compatible with your game, the same as before. You just won't be able to get the full experience if you pursue the Mischief Arts. The majority of spells that were unlocked through White Arts are now unlocked through Specializations instead. What remains is in the list below. Note that White Arts will also provide passive bonuses, like increased Specialization XP gain and increased success rate of some spells.
It will also increase with each use of a Light spell, so you will grow in White Arts Skill along with growing in Specializations. The majority of spells that were unlocked through Black Arts are now unlocked through Specializations instead.
Note that Black Arts will also provide passive bonuses, like increased Specialization XP gain and increased success rate of some spells. It will also increase with each use of a Dark spell, so you will grow in Black Arts Skill along with growing in Specializations. A few Spells are functionality I wanted Sorcerers to have, but it didn't make sense to force them into a specific spell category.
They are as follows:. It will lock the Specialization decay for the chosen type. Additionally, all Light traits unlock the optional toggle Purity's Aura and optional toggle Hover walkstyle. Additionally, all Dark traits unlock the optional toggle Reaper's Aura and optional toggle Hover walkstyle.
While said Sims are panicking, the Sorcerer can use "Scare" on them, which will cause them to pee themselves. These require the same things as listed above, with one difference: You need mastery in all three Light Specializations, or mastery in all three Dark Specializations.
As of version or later, you can use the Ritual of Infinite Balance to get access to everything and lock everything, light and dark. Ritual of Infinite Balance unlocks the abilities:. Child Sim Sorcerers can't cast Spells yet. In the wise words of a petulant child, "Maybe later. Child Sim Sorcerers have a different relationship with magic than older sims.
They have a lot of magical energy, but don't understand how to use it yet. Sometimes this can manifest in the form of Spontaneous Combustion. Spontaneous Combustion works as follows:. Spontaneous Combustion: When Angry, there's a chance that your Child Sim may spontaneously combust, i. The exact numbers for chance of it happening are: Minimum 4 hours initially, maximum 8 hours initially. Then min 6 hours, max 24 hours. It's intended to be rare overall, rather than being something you habitually have to deal with.
But let's keep it moving before we catch on fire here After spontaneously combusting at least once, Child Sim Sorcerers can ask an older Sim who is a Sorcerer to do a Flame Containment Spell on them, which protects them from spontaneously combusting for two days. This buff is called Combustion Suppression and when it's added, all Tense, Angry, and Uncomfortable buffs are removed.
This does not apply to buffs that are dependent on something other than time remaining, like the low Hygiene discomfort from being dirty after being on fire, nor does it apply to buffs of these types that are added AFTER Combustion Suppression is added. Child Sim Sorcerers can also Teleport, with some heavy caveats. Bob is an easy name.
Bob can now click on the ground and use Teleport as Llamadeus's Torch. While Queasy is active, Bob can't Teleport. His little Bob body isn't built for such speed. Like Child Sims, Toddlers can't cast Spells. They can't spontaneously combust either.
So what can they do? What they can do is use the Suspicious Lump of Clay to get the Sorcerer trait. Once they have it, they will have a new interaction available if you click on them called "Play. This interaction, like the connotation of the word "play," is for "fun. It looks magical though, so there's that. Weirder stories! Toddlers can also be teleported by older Sims and will get a buff specific to their Toddler trait as a result.
You can use two Sorcerer-themed lot traits but only one at a time on a given lot, they are incompatible with each other. Dreamland : In the spirit of being dreamlike, sims zoned into a lot with this trait will receive a variety of bonuses and effects that are themed to being helpful or just odd: White Arts skill gain and Light specializations gain are increased; positive moods decay slower; negative moods decay faster; friendly, funny, and romance interactions have a higher chance of success; friendship and romance increases faster and decreases slower; most needs decay slower, with the exception of Energy, which decays faster it is a sleepy land, after all ; child or older sims who aren't ghosts will use a ghost hover walkstyle; and child or older sims who are ghosts will use a regular walk instead of ghost walkstyle.
Note that the walkstyle override won't necessarily override the walkstyle of a sim every time. It is not the highest possible walkstyle priority, but it's one of the higher ones.
Netherworld: A window into a dark world. Sims entering a lot with this trait e. However, due to how complex the mod has gotten, this is still not a complete removal of everything relating to Sorcerer on a specific Sim.
Relationships like Subjugate, Empower, and Minion will stick around. If you want to remove Sorcerer as thoroughly as possible from a specific Sim without uninstalling the mod and saving over your game with the data missing, I recommend the following steps:. Neglecting to do most of this probably isn't going to be very noticeable, since most of the components of the mod depend on you being a Sorcerer for it to matter.
The ones I most recommend doing are releasing any Minions from service and any Sims in Stasis Field, so they don't get stuck in the situation. I may try to make removal more thoroughly automated in the future, but I wanted to provide something of a guide for now, so if you ever run into issues with components lingering and are confused as to what to do, there's something with some info on it.
If you would like to have either of these features in relation to the Sorcerer mod, head on over to KlingonDragon's mod and add that to your game, in addition to this mod. To make cheats easier to use, there is now a cheats menu called "Spells Cheat ", containing a variety of cheat interactions. You can find it by shift-clicking on your sim when testingcheats is enabled.
The cheat interactions are as follows. For those who need a translated version to understand the mod, please note that many of these translations may be incomplete due to new strings being added as part of updates, beyond what translators have done yet. Want to contribute translations yourself? You can also find a guide which is linked to on that page as well here: Translating Guide. The guide is written with Deaderpool's MC Command Center Mod in mind, but most of it can be applied to other mods in the same way.
When you have finished making a translation, you can post it as an attachment in the translations channel on Discord , along with the following information:. This way I will have all I need to add the translation to the mod in question and credit you for doing it. Note that I may be slow to get translations added officially. That's why I have the public translations channel, so people can find translations you've made if necessary, even if I haven't added them yet.
Special thanks to the following folks who helped me at one point or another with this mod, or something relating to it. Special thanks to Niker as well, in particular for putting together some of the main icons used in the mod for example, the Wand icons.
FAQ Q: How do supernaturals interact with one another? They also can't do it to Vampires or Plant Sims; this is simply because Vampires and Plant Sims have different Needs and it would be an obnoxious level of complexity trying to factor in all of the different scenarios. Vampires and Plant Sims can become Sorcerers, but their options are more limited; Plant Sims cannot choose the ritual that messes with Bladder and Vampires can only choose the Ritual of Neutrality.
The reason for these restrictions is just the messy nature of handling the different unique Needs. A: Nothing is autonomous. Every interaction is set to not allow autonomy and no one should be getting the Sorcerer Trait without you making it happen with the exception of Inheritance - See the section Inheritance and Club Filters for details on that optional add-on.
As Supernatural Sims are a touchy area when it comes to autonomy, I decided at the beginning to stick to this, so peoples' games wouldn't become overwhelmed by autonomous Sorcerers.
A: Fires can't be started outside the Build Mode zone of a lot. If you are unsure where this begins and ends, go into Build Mode for the lot you're on and you'll see the outline. I also added some restrictions and a tooltip, so that this should be communicated better in-game for fire-starting abilities. Fires also can't be started in most venues I say most, but it's probably all of them - I just haven't verified each individually. It seems I missed documenting this for a very long time.
There is currently no tooltip to convey this. I may look into adding a restriction, so that the interaction won't even show up if the venue has fire disallowed. Introducing Reality Arts ranked skill. This functions like specializations in that it's not a visible skill and ranks up with XP. This patch comes with the long-awaited or long-forgotten?
You simply use v or later and use the Optional Replacer script and ta-da, your Sorcerer will now be spellcasting like a Spellcaster. This patch comes with redesigned teleports, so that they can be done autonomously.
To accomplish this, I had to do some fiddling with the animations and effects, so because of that, they will look a little different but the spirit of the look is more or less the same. Note also that due to them being changed to the kind of teleport that can be done autonomously when toggled on, you can no longer use them to go anywhere; only places the sim could path to with Go Here. Example: If there are stairs to an upstairs floor, they can teleport to upstairs; if there are no stairs, they can't.
This is the same as the vampire and spellcaster teleports. This way, you can still go anywhere, using the new Teleport Here interaction and you can teleport autonomously with the redesigned old teleports. My aim here is to add something, without taking away. I don't want to mess up something people enjoy. These are semi-recent patch notes that I had listed somewhere before I started doing dedicated sections for patches. I'm putting them here and removing them from the patch notes summary area to reduce visual clutter and make it easier to see what's most new at a glance.
Become a Sorcerer 4. Latest: v4. Translation: Spanish is now translated up to and including version 4. It's no longer needed and just conflicts with the newly available Bed Relax interaction. This is the only change. If you already have v4. You can just delete the Overrides package file. February 17, , v4. Summoned minions will be summoned straight into the minion role and will be given a bit of a push to come to you, or go straight to doing their role if relevant. You can now summon minions from the Suspicious Lump of Clay, in addition to the existing method of self-targeting your Sorcerer.
This method is instant, so you can do it while your sorcerer is preoccupied with other things. December 8, Reality Arts ranked skill added. Can do things like Transmute Reality Motes into other currencies and solve riddles in the Ethereal Depths rabbit hole , along with a bunch of new spells. October 30, Lot Traits, New Spells, tweaks, bug fixes.
September 29, Some quality of life and bug fixes. September 25, Added optional replacer: Replaces most Sorcerer animations with Spellcaster animations. September 3, Various fixes for official game patch. December 18, Redesigned teleports so they can be autonomous; removed role exclusion filter for minions see full patch notes for details. November 12, Various fixes for maxis patch, including a fix for a CTD crash to desktop This ritual enables you to have access to most Sorcerer abilities, as normal, while being a Spellcaster.
September 5, Fixed Prolong Life and updated an override, relating to Maxis patch changes. Version number is still The rituals and traits are as follows: Ritual of Digestive Control gives a trait called Iron Insides.
Ritual of Runner's Vigor gives a trait called Never Bedheader. I may explore an alternative to this in the future. Once you've chosen a Ritual and completed it, your sim can begin being a Sorcerer! How to Become a Sorcerer Sorcerer needs out of sight and mind Instead of one of the three rituals named in the previous section, you can instead choose Ritual of Neutrality. Alignment Alignment functions similarly to the Vampire Energy Need.
Get Famous Reputation If you have Get Famous, performing alignment-oriented spells in public will affect your reputation.
Magical Connection Unlike Alignment, Magical Connection works more or less like a normal Need, with some consequences for letting it get too low. Specializations Overview Light and Dark spellcasting is now centered around 6 Specializations, 3 for each Alignment. Rather than being visible skills, Specializations operate in "ranks" and they can decay but very slowly. After 2 sim days of no usage, you'll get a warning that your Specialization is going to start decaying soon.
To give you a sense of the decay speed, if you were at the cap of XP in a Specialization, it would take about 9 sim days including the time it takes for the decay to start to go from capped XP to 0. To reset the decay to another 2 sim days before starting to decay, all you have to do is use a spell that belongs to the Specialization in question. When you click on your sim, under each Specialization in its pie menu, you'll see an interaction that says "Current Rank: X", where X is the rank you are at.
For example, at the beginning, it will say "Current Rank: None. If you click on this interaction, it will trigger a notification that tells you a few things about your rank: How much XP you have, how much XP you need to have to retain your current rank, and how much XP you need to reach the next rank.
Despite Specializations not being visible in the UI, I wanted to make sure you can manage them nonetheless and this was an important part of that. Every time you cast a spell, you will get XP relating to the Specialization menu it was found under. As you reach new ranks of a Specialization, you'll unlock more spells. Specializations Spells Note that when I say "Rank 1" for spells, technically, these spells are available at Rank 0 the one that shows up as "Current Rank: None".
Domination Rank 1 Drain Needs bonded : Drain a sim's needs over time, filling up your own. Target can be Teen and up. Enchant to Kneel targeting a sim or targeting the ground : Target will kneel in place if targeting a sim, or go to the place you clicked on and kneel there if you targeted the ground.
Target can be Child and up. Enchant to Lie Here targeting a bed : The chosen sim will relax on the bed. Enchant to Sit Here targeting a couch, chair, bench : The chosen sim will sit down on the chosen place. For the most part, you should still be able to socialize with the target while they are in this state. Target can be Toddler and up. Rank 2 Induce Panic targeting a sim : The target will panic in place, slowly losing energy.
Induce Panic About Object targeting an object : The chosen sim will panic about the object, blocking anyone from using it for the duration. Induce Panic About Sim targeting a sim : The chosen sim will panic about the targeted sim for about one sim hour, causing the targeted sim to lose relationship with nearby sims periodically for the duration. Induce Panic available on the Piano with Piano skill 10 : Plays a song, nearby sims will panic while it's playing and eventually pass out.
Rank 3 Lull to Sleep targeting a sim : Target will fall asleep in place. Lull to Sleep targeting a bed : Target will go to sleep in the bed, uninterrupted by most causes while sleeping. Rank 4 Enchant to Play targeting a sim : Target will go do something Fun, if there is something Fun nearby that they can do.
Enchant to Shower targeting a sim : Target will go shower or bathe. Must be a shower or bath on the lot, for you to be able to use this ability. Enchant to Pee targeting a sim : Target will go use the toilet. Must be a toilet available on the lot for you to be able to use this ability. Enchant to Sleep targeting a sim : Target will go to sleep regular sleep, not like Lull to Sleep. Must be a bed available on the lot for you to be able to use this ability.
Rank 5 Drain Needs instant : Drain a sim's needs instantly, filling up your own and refilling Magical Connection. Subjugate targeting a sim : Creates a special relationship between the sorcerer and target. With this relationship active, the sorcerer can now dominate the target even further with the following abilities.
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