Secret Sage Spells: Rebooted!

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I'm not sure if these spells work better in Zer0's "Expanded Realm of Magic" mod. I haven't downloaded it because it introduces more features than I want, so I've been using his smaller RoM tweaks ever since. And Zer0 doesn't mind if people remix his mods, so I went ahead and tinkered with this one.

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.)
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