Secret Sage Spells: Rebooted!
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LINK TO ZER0'S ORIGINAL MOD!
Requirements:
THE XML INJECTOR
Spellbook Injector v2
Zer0's "Ability to Read," and "Death Interactions" are not needed for this mod, although basic literacy is still encouraged. Please don't download random mods!
Features! (As told By Zer0, with changes annotated)
"Under Untamed Art we have:
Mega Chillio
Mega Inferniate
Mega ZipZap
They have the same effects as the single spells, but on all the sims around. If the caster is charged, they kill... so be careful."
I kept these spells the same, but I increased their AoE radius. In Zer0's mod their radius was inconsistent ranging from 3 to 5. I standardized them all to 10 when cast normally, and 20 while charged.
"Under Practical Art we have:
Mega Florariol affects all the plants in a vast area that need tending.
Solarity burns and knocks down Vampires, doesn't kill them unless the caster is charged. If the caster is charged they kill by sunlight.
Panacea fills needs and cures illness of all your friends around. The charged outcome also removes negative buffs."
I moved Solarity from Practical to Untamed. I standardized the radiuses of all practical art spells to match untamed, except Floralorial. that one stays the same as before. I also fixed Solarity's charged version not triggering. Panacea Now cures Ailments, and I added a new spell under Practical Art called Prosperity.
Prosperity raises the luck of everyone around the spellcaster. The charged version has a larger radius, and increases luck by even more. The failure outcome reduces the luck of the spellcaster by a huge chunk.
"Under Mischief we have:
(Faba got 5 in the end)
Terrifying Illusion makes sims run away
Hallucinate
Mesmerize
Irresistible Slumber (same as the vampire powers but on all sims around)
Knock Down knocks down all sims, the charged version also tanks their needs."
The Knock Down spell wasn't behaving properly. it was shocking sims instead of knocking them down, so I rewired it to function as Zer0 intended.
How to Unlock These Spells
"The spells are taught only by the Sages, once you'll be at rank 5 and will have the perk relative to the school unlocked (for example: Untamed it's Tame the Untameable and so on...)"
I didn't change how these spells are learned, they work exactly as they did before. If your sim has the right spellcaster rank, the school specific perk, and high enough friendship with the sage, then you're golden.
That's all I gots to say.
Have fun, all!
(Btw, that Banish spell got yeeted to the netherworld. I didn't keep it.)
| Filename | Type | Size |
|---|---|---|
| Zero_RoM_SecretSagesSpells_Keiyu.zip | zip | |
| Zero_RoM_SecretSagesSpells_Keiyu.package | package | 174720 |
|
Zero_RoM_SecretSagesSpells_Keiyu.zip
Download
Uploaded: 3rd Dec 2025, 158.8 KB.
248 downloads.
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| For a detailed look at individual files, see the Information tab. | ||||||||
Install Instructions
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
Read the upload description for installation instructions. If nothing else is specified, do the following:
2. Extract: Use WinRAR (Windows) to extract the .package file(s) (if included, ts4script as well) from the .rar or .zip file(s).
3. Cut and paste the .package file(s) (if included, ts4script as well) into your Mods folder
- Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
- Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Need more information?
- Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
- If you don't have a Mods folder, just make one.
- Mod still not working? Make sure you have script mods enabled
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Packs Needed
| Base Game | |
|---|---|
![]() | Sims 4 |
| Expansion Pack | |
|---|---|
![]() | Enchanted by Nature |
| Game Pack | |
|---|---|
![]() | Realm of Magic |
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Secret Sage Spells: Rebooted!


