The sims makin magic magic crystals
To add ingredients, simply select the object and select "Add The pie menu will list all ingredients in the Sim's inventory that can be added to the combiner. Selecting "Read Label" will list the ingredients in the combiner, while "Empty Out" will remove and discard the ingredients. If the correct ingredients are used, a spell or charm will be created. If the wrong ingredients are used, then nothing will be produced and the ingredients will be lost.
The number of spell charges an adult will receive is based on the type of spell and the Sim's Cooking skill. The number of charges an adult charm receives depends on the type of charm and the maker's Mechanical skill. A higher skill level will result in more charges. Child spells only ever result in a single charge, while child charms always receive six charges. All magic has a positive outcome and negative outcome based on certain factors such as whether the target is a magical or non-magical Sim, the motives or mood of the caster, objects or NPCs on the lot, Skill level, Fame level, Personality , Relationship level and life state.
Spells are cast by selecting a target Sim and selecting a spell. Enchant and Enchant Jr. A Friend Indeed can only be cast on family pets. Sims must be greeted before a spell can be cast on them, and many spells will backfire if the target is also a magical Sim.
Unlike spells, Charms take the form of objects which can be placed on either the ground or a surface. Sims must physically touch the charm in order to cast it. Charms emit light and will gradually become dimmer as charges are used. When a charm is fully depleted of charges it will turn dark, but may still be kept as decoration. Some charms will not count as an offense if cast in front of non-magical Sims. Featured in The Sims: Makin' Magic , magical growths are special objects that can automatically appear on the lot when a family has cast 15 spells or charms while living on a Residential lot in the neighborhood, or 10 while living on a Magic Town residential lot.
All spells and charms cast by adult family members count toward the number needed for a new growth, even if they were cast on community lots , but spells and charms used by children do not. Some magical growths can be sold in Buy Mode and some can also be purchased for Magic Town lots, however growths on these lots will not be functional. The Crystal Clear Ability Rock is a type of magical growth that can appear on a residential lot.
These crystals allow Sims with wands to learn special abilities which can be used to entertain other Sims, teleport to an area, and even extinguish fires. A crystal will become inert after it has taught its ability to three different Sims. Crystals also emit light, meaning they can also function as lamps. Each crystal takes two-to-three days to grow to full size, but can be used at any point. Children can only gain the 'Hot Foot', 'Magic Trick' and 'Teleport' abilities, and they will keep those abilities after using the Age of Instant charm.
Using the Teleport and Extinguish abilities is considered casting, and may result in a visit from the Spellchecker, though it also counts toward the number needed for a new growth. The beanstalk begins as a short plant, with each segment counting as a separate growth.
If the beanstalk has 17 segments, it can be climbed to access a secret lot in the clouds. However, beanstalks have a pre-determined growth limit, meaning that some beanstalks will never grow to maximum height. Beanstalks on Magic Town Community lots are not climbable.
These flowers do not require water, and therefore never wilt and die. Strangely, they can also be used as an end table.
Sims will not autonomously place objects on the flowers, but will use any object placed on them. Solar Powered GEraniums can only be placed outside. This root is purely decorative. Contrary to popular belief, it will not cause objects to break and has absolutely no effect on gameplay. Unlike other growths, toadstools may possibly spring up when Sims sit on the Champignon Toadstool Chair. This will be indicated with a rapid "popping" sound.
Having a Sim alternate between sitting on two toadstool chairs will guarantee that toadstools will grow. Toadstools can be harvested for use as an ingredient. The Sims Wiki Explore. Recent posts Game news Community news. Deletion discussions Development discussions Admin discussions Admin's noticeboard.
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Do you like this video? Play Sound. Main article: Magic Ingredients. Bella Goth with a failed Clone Drone attempt. Beauty or Beast monsters Male. Beauty or Beast monsters Female. Categories Makin' Magic Magic Add category.
Cancel Save. Universal Conquest Wiki. Sometimes you just need a Toad. Have you tried getting a toad from the shops in Old Town? Of course you have. Did you find one? Of course you didn't. That's because toads were run out of SimCity after the Mayor's wife was caught kissing an especially slimy toad.
But now you can get your own toad. Just temporarily toadify whomever you want; friends, family, enemies, neighbors, all of them are just begging for Toadification, just be careful that people don't catch you casting it, as toads are still illegal in many areas of SimCity. Toads can be kissed, occasionally resulting in the kisser receiving a bottle of Toad Sweat. Very rarely, kissing a toad may turn it into a Prince, who will immediately join the family. A Prince Sim has access to the unique "Princely" clothes category, consisting of purple and gold finery.
Building a relationship with a Sim is a complex process that uses up valuable resources. Talk may be cheap, but your Sim's time certainly isn't! So skip the small talk! Cut the chit chat! Get rid of the gab, and get some of that double green plus plus feeling the magical way; with a quick Relationship Boost. You don't think inanimate objects are just "born" enchanted, do you?
They have to be enchanted by a Sim. Enchanting brings out the true nature of a thing: that which an object has been longing to show off to the world. But it takes a special type of thing to be enchanted, and even then, some do more than others, but some lifelike objects have been rumored to animate after being enchanted.
Causes targeted objects to catch on fire. More likely if the caster has a low Mechanical skill or is in bad mood. Put that special someone in that special mood, or just put anyone in a happy mood, by casting a quick dose of Get Happy. Make sure your intentions are good, as mean spirited Sims may find themselves less than happy after this manipulation of mood. Drops the mood of a targeted Sim if the target has a low Nice personality score, unless the target also has a low mood.
Can be cast on a Target without interrupting the actions of the target. Can be cast on either children or adults. Put a smile on your Sims' faces, or better yet, above their heads!
The Smiley Face spell is designed to create the pheremonal effects normally generated when two Sims reach a point in their relationship that they would consider themselves friends, but be careful not to manipulate a manipulator, or you may turn that frown back around.
There's really not much to this spell, other than the folding of space and time to create a semi-rigid, but temporal, vortex beneath the feet of the Banished Sim. Now, you ask, why would you banish someone to someplace deep in the void of space and time? Why not? Because you can. Because they're annoying you. Because they're getting a bit touchy feely with someone that you'd rather was getting touchy feely with you.
Who needs a reason? What could go wrong? And they always come back. Like a bolt of inspiration, this spell channels nine forces of nature into a semi-tangible skein, which is then rendered to a chemical level through the magic continuum, whereby it is turned into electro-chemical synaptic impulses which immediately coagulate in such a way as to render the two Sims involved in the casting hopelessly in love.
It's just that simple! Though the presence of two magic wands in the equation seems to reduce synaptic and chemical involvement in the final stages of the spell. Caster is struck by lightning, and loses most of their comfort and energy, if target Sim has a wand. The art of mesmerism is an ancient practice, developed by very intelligent, and very lazy Sims. It involves a balance of mind power and magical substances that when combined, lull the subject into a state of peaceful calm, which allows the power of magical suggestion to take over.
A hypnotized Sim will never take part in any suggested activity that goes against their moral fiber, but they'll certainly do menial things the caster can't get anyone else to do for them. The spell is a manipulation of "will", and what exactly "will" is is a bit unclear, so make sure you don't try it on someone who is clearer on the definition.
Hypnotizes a target Sim and forces them to perform certain actions. Each increases the relationship between caster and target, but reduces Comfort and Fun of the caster.
The player will be shown a dialog with three actions, and will be able to choose one. In the end, life really comes down to one question, a conundrum if you will, The Big Question. Can these two Sims spend the rest of their lives together?
Sometimes it seems as if the answer to this question is fated to be "NO". There are only so many boxes of chocolate and diamond rings that one Sim can give to another, and only so many times a Sim can handle rejection. So forget fate.
Forget social expectations, and let your magic pop The Big Question! But take note, with magical questions: the bigger they are, the smaller they fall. Lowers the relationship between caster and target, and makes the caster transparent and small, if targeted Sim has a wand.
Sometimes, just in a passing glance, you catch your pet looking at you in a way that is unmistakably Sim-like. You actually think for a moment, while you lie alone in bed, that they are trying to tell you something. But it's obviously a figment of your overactive imagination. Well, it's not! They ARE trying to tell you something! They see you're in need of a true companion.
They know you'd like to speak with them in a language you both can understand, even if it's only for a little while. Your pet knows a friend in need is A Friend Indeed. Cats will run away from the caster, and Dogs will attack the caster, if the targeted pet is in a bad mood. I dont know what the system is that decides if you get a magical growth e. Root of the Problem, Solar powered GEranium, etc or a skill crystal. But I do believe it is only magic you use at home that counts toward getting one.
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