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Sage of Mastery Magic + Mastery Spells + Ghost Butler + Alchemy

by TwelfthDoctor1 Posted 20th Aug 2020 at 9:11 PM - Updated 21st Nov 2020 at 9:26 AM by TwelfthDoctor1 : Version 1.63
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Sage of Mastery Magic + Mastery Magic Spells
3rd mod, but a big mod.

Compatibility Updates

This mod is should work with The Sims 4 Version 1.68

Well, except for the cauldron, seems that something else has broke it.
Regarding Spells Be Castable In Batuu

My plans are that all my spells will continue to work in Batuu. (Or the No Region Filter)

Set Requirements

Sage of Mastery Magic & Alchemy Sage - RoM
Mastery Spells - Dependent, please refer below
Alchemy - RoM, V, OR


Issues

Cauldron Routing Issue

Issue
Any Sim that have Bat or Mist Teleport (Vampire and Mod Version) Enabled MUST disable their teleports otherwise the Sim will cancel the interaction and the game will spew LEs.


Update List

Update 1.63

This update serves to update and make debug easier.
  • Dark Apparation Spell will now support the Teleport Memory System mod.
  • A new Debug addon is now available to make adding traits and Debug buying items easier
  • The Transportalate to Hidden Areas Spell can now take you to 4 secret lots in the game. Secret Lab and Mount Komorebi itself. Just don't go there if you haven't do the rock climbing excursion, It will ruin the fun.

If you have the Debug Addon installed, you can access the mod's debug menu in the Sim's main pie menu. You must run the interaction on the Actor Sim and not a Target Sim.

Update 1.62

This update serves to fix certain issues with Alchemy.
  • Potent Bliss now correctly shows Fun and Social instead of Energy
  • Bliss, Potent Bliss, Invigorating Elixir & Potent Invigorating Elixir should now freeze needs properly

Update 1.61 Updates

This update serves to fix several things that I've missed.
  • STBLs now on all languages
  • Rite of Deoccultify should now work properly (read post in comments for more info)

Version 1.60 Updates

Finally had a mood to get 1.60 out after being so busy working on another mod, regarding Debug Interactions and Bucks Perks.

Bugfixes & Implementations to Existing Packages
  • Needs Transcendence now have Transcend/Yield All Needs
  • Night Wraith can now suck Energy, Charge & Vampire From Other Sims (Tiny Living REQUIRED)

New Spell - Soul Reaping



This spell is inspired from Zero's Reaperify Spell. I wrote my own version from scratch. There are some powers you get when you cast this spell on yourself.
  • +30 XP for every reaped sim
  • Reset Age Meter + Add 1 Bonus Day Per Reaped Sim
  • Resurrect Sims (Only Ghosts not Dead Bodies and Includes the Overheating Death)
  • Make a Sim Possessed (StrangerVille Required) <- Very Freaky

Alchemy (Finally)

After 1 month, Alchemy is ready for release. 15 potions, many of which referenced from The Sims 3 Supernatural - Alchemy Recipes!
  • Potion of Invigorating Elixir +25% Energy + No Energy Need Freeze for 6 hours
  • Potion of Sleep -25% Energy
  • Potion of Bliss +25% Social & Fun + Social & Fun Need Freeze for 6 hours
  • Potion of Melancholy -25% Fun
  • Potion of Potent Invigorating Elixir +100% Energy + No Energy Need Freeze for 24 hours
  • Potion of Potent Sleep -100% Energy
  • Potion of Potent Bliss +100% Social & Fun + Social & Fun Need Freeze for 24 hours
  • Potion of Potent Melancholy -100% Fun
  • Potion of Magical Elixir - Turns a Sim into a Spellcaster
  • Potion of Vampire Elixir - Turns a Sim into a Vampire Instantly
  • Potion of Servo Elixir - Permanently turns a Sim into a Servo
  • Potion of Instant Age - Make a Sim Older (Fill up the Age Meter)
  • Potion of Cloning Elixir - Clones the Drinker of the Potion and disappears after a set period of time
  • Potion of Repulsiveness - Instantly make a Sim horrifying
  • Potion of the Tragic Clown - Instantly makes a Sim Tragic and Sad with the Tragic Clown Outfit

To learn these spells, ask the Alchemy Sage under Ask to Teach Alchemy Recipe. Just make sure that you already have the ability to learn Mastery Spells.








Important Info

Requirements:

MagicHQ Venue Override


If you have Zero's VampireWitches Mod, you will need to use the MagicHQZoneDirectorTuningOverride.package and place it in the Overrides folder (C:\~\The Sims 4\Mods\Overrides)


Mod Information

The Sage of Mastery Magic Mod adds a new Sage into the Magic Realm. This Sage specialise in all Schools of Magic.
Just felt like adding a new sage to spice things up. This sage can teach all spells, ultimate spells and all potion spells. Even a played sim can be the Sage. They can also teach Vampire Magic, if you have the Vampire Witches mod.

Note: The game will choose a random townie or spawn a NPC to be the Sage. S4S is having issues trying to convert my sim into a Template.


Besides the Mastery Sage, I have implemented Magic Sages without Situation Jobs. Sages without Situation Jobs means that they can teach spells and potions without the constraints of the Venue. The Mastery Sage (Situation) is able to teach outside the Magic Realm provided if you have enabled it.



Part of this mod allows Situation Job Magic Sages to create a Situation Job whilst not in the Magic Realm.

The Mastery Spells mod and all of it?s addons

Adds 18 spells into the game. 9 of the spells are from my SpellCurses Mod converted for this mod. You will expect HP naming spells.(I?m getting bad at naming spells and was getting hooked with fantasy movies)

How to Learn Mastery Spells (Fetch Quest)



[img]//thumbs2.modthesims.info/img/1/0/0/3/4/3/4/1/MTS_TwelfthDoctor1-1950105-06-22-20_2-28-00PM.png[/img]

To learn a Mastery Spell, you can speak to a Mastery Sage to learn the spell. If you don't like talking to Sages, you can buy a tome at the Wands Shop to learn them. Or if you like some fun challenge, you can battle it out with other spellcasters with Magic Duels.

You can totally ignore this little part
Sorry if the picture confuses you. I was using a Sage of Untamed + Mastery Magic to ask a Sage of Untamed Magic for the fetch quest. Oh and btw, A Sage of Mastery Magic can ask the 3 sages to teach Mastery Spells. (Its just there for testing.)


This feature is only unlocked once you have done the fetch quest.



The debug interaction for buying the tomes (All 16 tomes) can be accessed by shift-clicking the wands shop.


Spells List (All addons & Updated as of 1.60)


SpellCurses [RoM] (Mastery Spells Version)

Brief Overview, with this addon, you can cast the spells on a spellcaster to give them a curse. Only Curse of Repulsiveness works on all sims.

Needs Transcendence [Ultimate Spell]
This spell is what it says, to freeze your needs.

The following commodities can be frozen:
  • Bladder
  • Hunger
  • Energy
  • Social
  • Fun
  • Hygiene
  • Temperature
  • Vampire Power
  • Thirst
  • Robot Durability
  • Robot Charge [Need freeze for this motive will have some UI issues, it works anyway]

Rite of Sageify [Final Ultimate Spell]

This spell can only be learnt if you have learnt the other 16 spells. Once learnt, you can become a sage (Situation and Non-Situation, do note that you will need a mod that allows you to Play as The Sage)

Mystical Blessing [JA]

Basically a money siphoner spell. Cooldown of 1 day.

Greenify & Smogify [EL]

This spell will change the eco footprint of the lot to a Green or Industrial with the following options:
  • Greenify. +25
  • Greenify +100
  • Greenify +250
  • Greenify +500
  • Smogify -25
  • Smogify -100
  • Smogify -250
  • Smogify -500
  • Neutralify +/-0
You will need to learn both spells in order to cast the spell.

Very not relevant note:
EA?s commodity motive for eco footprint shows Green to be negative and Industrial to be positive, All interactions are made as Green as positive and industrial to be negative clarity?s sake.


When one of the spell is cast, based on your option (e.g. Greenify +100), the commodity will move to its proposed value (Green 100) regardless of its original value.

Ghosticus Servantus [VG]

[img]//thumbs2.modthesims.info/img/1/0/0/3/4/3/4/1/MTS_TwelfthDoctor1-1950117-07-04-20_1-16-55PM.png[/img]

I?ve always liked Ghost Butlers, so here?s my take. Basically a butler but a ghost.

You need to know the Minionize and Necrocall spells before casting it.

Vampires can also summon a ghost butler, but they need the perks: Manipulate Life Spirit and Command.

Non Spellcasters and Vampires can hire a Ghost Butler from the phone through Household. Vampires and Spellcasters can only summon a ghost butler by a tombstone or urn.

I've also overridden the butler trait to make it non NPC useable alongside the ghost butler trait. However in order to give the Sim the butler career, NPCC may be needed to assign the Sim the job. (Just a mess really)

Very not relevant note:
My method of having a ghost butler is to use regular butlers and an action tuning will turn them into ghosts. These ghost butlers can become a butler whilst still having the ghost butler trait due to the ghost implementation in the game.


Soulus Wraith [RoM]

The night wraith is a special ghost, so I made it that spellcasters can be them and can scare sims around them. Plus the ghost effect is cool.

The real Night Wraith is always sad while the Night Wraith I implemented has a Fine +50 moodlet to not make it too depressing for that Sim(+3 Sad I presume)

?Just like the real Night Wraith, the screaming is available, and will scare sims and they will get the tense moodlet. Usual stuff.

The Killing Curse - Or you know its name[RoM]

Literally a HP spell. Sims who are killed by this spell can only be revived by a Restoration Spell.

There are 2 options to using this spell to kill sims, one is in the Magic Piemenu with the witch icon, the effect of it is that the sim turns into a ghost. (Perfect for families who doesnt to lose sims) The other way is through the spells menu, and that option will spawn the reaper and the urn.

I did not want tap in to Dedeathify for the sole reason that I have to update the spell often when new deaths come in.

Dark Apparation [RoM]

This spell allows you to teleport like a dark lord or the grim reaper. Yup, thats it.

Probably Asked Questions

Q; What do you mean by Situation and No Situation Job? (Very technical question and answer)

A: SItuation Job is a tuning in the game, Magic sages, doctors and many others have this situation job, some of whom have a venue to partake in. When No Situation Job is used, it means that they do have that Situation Job and they are not listed in the Venue/Zone tuning, thereby not having a role for them. In this case there is a role (not tuning) but it is simulated through a buff that have the relevant interactions that makes them a sage.

Q: I don't want a random townie to be the Sage, I want to create a Sim dedicated to be the sage.

A: First, make sure you do not load into the magic realm, if your sim is in the magic realm, leave immediately and save. After installing the mod, give your Sim-to-be-Sage these traits. They should be the Sage of Mastery Magic when you visit with another sim.

  • TD1:trait_MagicSage_Master
  • TD1:trait_CanLearn_MasterSpells


Note: If you want to play as the Mastery Sage and be at the magic realm, make sure you have a second sage to back you so that a townie does not become the sage and ruin your gameplay.

Extra note: I have found out that the game does not like to assign roles to Sims that are created or born with an occult when you are playing with that sim. For that, you can use the Create MagicSage role to force assign the role to your sim.

Translations

The string tables can be found in the following .package files
  • Sage of Mastery Magic.package
  • Mastery Spells Main Module.package
  • Mastery Spells Tomes and Duelling.package


Known Issues

Sages implemented may have the chance of having the teach spell animation messed up if they are carrying an item.

Custom spells that have a certain Situation Test in the learn spell action tuning will leave the sage to teach with no spell being taught.

Below is the code that causes the issue in the Learn Spell Action Tuning (Ln 56 - 67). For the spell to work with the sage, you can remove this block of code. Removing that should not interfere with the original intentions of the spell.
Code:
<L n="tests">
  <L>
    <V t="situation_job_test">
      <U n="situation_job_test">
        <E n="participant">TargetSim</E>
        <L n="situation_jobs">
          <T>212838<!--situationJob_MagicSage_Practical--></T>
        </L>
      </U>
    </V>
  </L>
</L>


Additional Credits:
S4S
Zero - Original Idea
Scumbumbo & Triplis - XML Injector



This is a multi-part download:


Ensure you read the Readme.txt before moving files into the mods folder.

Packages marked with Overrides must be placed in the Overrides folder.

Download files

Filename Size Downloads Date
Sage of Mastery Magic + Mastery Spells + Ghost Butler + Alchemy [Version 1.63].zip | Alchemy! Update

Size: 1.68 MB · Downloads: 7,210 · 19th Nov 2020
1.68 MB 7,210 19th Nov 2020

Key: - File was updated after upload was posted
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Expansion/Stuff packs required:
Sims 4 Eco Lifestyle + 4 GPs

+ 2 SPs

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Type: Other

Tags: #Realm of Magic, #Spells, #Custom Spells, #Magic