XaiJu
SimsonianLibrary
SimsonianLibrary

patreon


Classic RPG Spells


Classic RPG Spell Collection

The Classic RPG Spells collection contains a selection of 20 Sims 4 spells inspired by old school role playing games, with an emphasis on making them useful in-game in one way or another.
Also requires: Spellbook Injector V2 Mod to load the custom spells.

Myrddin's Library Bookcase

This version also contains a customized bookcase called 'Myrddin's Library' that contains each of the tomes for the spells below. It's especially handy for magical libraries.

PACK REQUIREMENTS
All spells require Realm of Magic to function at all (plus the Spellbook Injector V2).
To use all of the full functionality of the spells, you may also need:

I've listed the packs required for each spell below, so you can skip the ones you don't have packs for if you wish.

However, if you are missing some of the packs, some of the spells may still have partial functionality. For example, without Cottage Living, the Animal Friendship spell won't be able to make friends with rabbits (since they don't exist in your game), but you could still make friends with Dogs and Cats (assuming you have Pets).

Animal Friendship
Neophyte-level Practical spell

To use, click on a rabbit, 'Flock of Birds' tree, chicken, cow, llama, fox, cat or dog and select the Animal Friendship spell under the Magic category. The animal will instantly become best friends with your Sim. It is up to you to maintain the relationship over time.

Packs Required: Realm of Magic, Cottage Living, Pets
 
Bless
Acolyte-Level Untamed Spell

To use, cast on yourself or another Sim. Bestows an Ancient Joy buff that is contagious to other Sims (as it is in Jungle Adventure). It's an awesome party trick, since everyone ends up in a good mood for a few days after the buff gets passed around.

Packs Required: Realm of Magic, Jungle Adventure
 
Detect Alignment
Neophyte-level Practical spell

To use, cast on yourself. Good sims will get a light colored aura, while sims with the Evil trait will get a dark colored aura (effects from City Living's festival tuning). Sims who have neither trait will not get an aura.

Packs Required: Realm of Magic, City Living

Dispel Fear
Acolyte-level Practical spell

To use, cast on yourself or another Sim. Will immediately reduce fear and provide the Sim with a short term Brave buff, like the reward trait.

Packs Required: Realm of Magic, Paranormal

Sleep
Neophyte-Level Mischief Spell

To use, cast on another Sim. Their energy will be reduced immediately, and they will fall asleep until they recover.

Packs Required: Realm of Magic

Earthquake
Adept-Level Untamed Spell

To use, click on the ground, and you'll see a spell come up under the Magic category named Summon Earthquake. It will trigger a major earthquake based on the Quake zone lot trait.

It's a little more powerful than the lot trait, though, since it will not only panic sims on the current lot. It will cause all sims in the area to panic, so you can cast it somewhere like an outdoor festival.

NOTE: This is the first time I've released a mod with one of my own scripts, so do let me know if it doesn't work for you. Don't forget that it still requires the Spell Injector V2 as well.

Packs Required: Realm of Magic, City Living
 

Knock
Acolyte-Level Mischief Spell

To use, click on the front door of a residence before you knock on the door (your sim needs to be in the 'ungreeted' state) and you'll see a spell come up under the Magic category named Knock. It will open the door and allow you to enter without being greeted, in a similar fashion to the Vampire 'Always Welcome' perk.

You can also open locked vaults. Click on the locked vault door (it needs to have been locked by some other household's sim), and under the Magic submenu, you'll see Knock. Select it, and you're in.

Finally, Knock can disarm the traps in the temple in Selvadorada. Cast the spell directly on the trapped doorway to disarm the trap and open the next area.

NOTE: If you are seen breaking into a Sim's house or vault by another Sim, there is a large reputation loss. Obviously.

Packs Required: Realm of Magic, Get Famous (for vault), Jungle Adventure (for temple traps)

Lightning Strike
Adept-Level Untamed Spell

To use, click on an object that is capable of being struck by lightning (not all are) or a Sim, and select Lightning Strike from the Magic pie menu. A bolt of lightning will strike that object or sim a few moments later.

This has the same effect as 'regular' lightning (since it is, in fact, 'regular' Sims lightning). It shouldn't kill Sims, but it might set them up for disaster the next time they try to repair something. It will also short out electronic equipment, which is handy for those times when someone with a Singing skill of 1 takes a turn at Karaoke.

Packs Required: Realm of Magic, Seasons

Turn Undead
Master-Level Untamed Spell

To use, click on the active sim that you are playing, and select Turn Undead from the magic submenu. Vampires and Ghosts will leave the lot more or less immediately, and if it's a Haunted House, the Serenity of the lot will increase. This spell is kind of a superpower for Paranormal Investigators.

NOTE: I'm experimenting with using one of the animations from seances for casting this one. I kind of like the variety, and it's more dramatic, but am not sure if I should keep that or switch it back to the regular casting animation.

Packs Required: Realm of Magic, Vampires, Paranormal

Haste
Adept-level Practical Spell

To Use, cast on another Sim or yourself. Target of the spell will run very fast like the 'Vampire Run' perk. Lasts a few hours.

Note: If you the sim is set to Always Transportalate or Always Use a Broom, they will do those things instead of running fast. Turn those off to run fast with the Haste spell.

Pro tip: Cast it on your waiter at a restaurant for faster service, or on your butler before your dinner party guests arrive. They won't perform the tasks themselves faster, but will move from task to task (like picking up dirty dishes) much quicker.

Packs Required: Realm of Magic, Vampires

Protection From Heat
Acolyte-level Practical Spell

To Use, cast on another Sim or yourself. Target of the spell will be protected from extreme heat in a manner similar to the Burning Man reward perk for a few hours.

I honestly haven't found a lot of use for this in-game yet, since there isn't as much trouble with extreme heat. I added it for completion, due to the next spell, Protection from Cold.

Packs Required: Realm of Magic, Seasons

Protection From Cold
Acolyte-level Practical Spell

To Use, cast on another Sim or yourself. Target of spell will be protected from extreme cold in a manner similar to the Iceproof reward perk for a few hours. Long enough to go skiing in a swimsuit (I had to test it...).

Packs Required: Realm of Magic, Seasons

Charm Person
Acolyte Mischief Spell

To use, cast on another sim, either before or after you've introduced yourself. You will immediately gain a moderate friendship boost with them, equivalent to the 'Incredibly Friendly' reward trait.

Packs Required: Realm of Magic

Cure Disease
Acolyte-level Practical Spell

To use, cast on yourself, another Sim, a Dog, or a Cat. All built-in illnesses including food poisoning, Ancient Sicknesses and other rare diseases should be cured.

Ironically, now that I can finally cure all the sick strays in Brindleton Bay, it seems like EA fixed that issue and I rarely see them anymore. But if you do, now you have this.

NOTE: Odd things can happen right now if you use this as a doctor on an active career day to cure the patients in the Hospital (they get cured, but the career situation doesn't count it). I have a fix for it, but haven't implemented it yet.

Packs Required: Realm of Magic

Tiny Hut
Adept-level Practical Spell

To use, cast on the ground. A tiny spectral hut will appear that will recharge all of the motives of the sims sleeping or napping inside of it, as well as removing tense and uncomfortable moods. The hut will vanish in about 8 hours. Any sims still in the hut when it vanishes will simply get kicked out of the hut (it won't kill you like a Murphy Bed). Perfect for spellcaster-style glamping.

NOTE:
Tiny Hut mesh adapted from original 'Fairy House' tent mod by Enure Sims (
https://enure-style.tumblr.com/).

Packs Required: Realm of Magic, Outdoor Living

Protection From Vampires
Master-level Practical Spell

To use, cast on a sim or yourself. Target will be protected from all Vampire powers, such as mesmerize or drink plasma, for the duration of the effect (about 8 hours, so you can sleep).

Packs Required: Realm of Magic, Vampires

Stinking Cloud
Master-level Mischief Spell

To use, cast on the ground. A choking cloud of stinky gas will appear and cause all Sims who come near it to smell bad (loss of hygiene). The cloud persists for about 1-2 hours.

Packs Required: Realm of Magic, Paranormal

Cone of Cold
Master-level Untamed Spell

To use, cast on a Sim. All Sims within a cone-shaped area centered on the Target will be frozen

Packs Required: Realm of Magic, Get To Work

Forget
Adept-level Mischief Spell 

To use, cast on a Sim. All relationships between the target and the caster are reset to zero (similar to Alien ability).

Packs Required: Realm of Magic

Light
Acolyte-level Practical Spell

To use, cast on the ground. A tiny glowing sun will appear above and provide a source of bright light for 4 hours.

Packs Required: Realm of Magic

INSTALLATION INSTRUCTIONS

To install, you will need to have the Spellbook Injector V2 installed.

Change Log

1.0.0, 10/31/2021, Initial public release
1.0.1, 11/01/2021, Fixed issue with blank strings in languages other than English, also incorporated Chinese localization (thanks to MTS user GreenOnionC for the translation!).
1.1.0, 11/29/2021, Patreon prerelease. Added new spells: Haste, Tiny Hut, Cure Disease, Protection From Heat, Protection From Cold, Protection From Vampires and Stinking Cloud. Various minor bug fixes to existing spells.
1.1.1, 12/3/2021, Patreon prerelease update. Changes to Tiny Hut and Stinking Cloud.
1.1.2, 12/12/2021, Public Update. Added Charm Person.
1.1.3, 04/05/2025, Added crows and horses to Animal Friendship effects, added Cause Fear and Cause Disease variants of Dispel Fear and Cure Disease; added new spells: Cone of Cold, Forget, Fumble, Light; added Myrddin's Library bookcase; also various bugfixes
1.1.4, 04/05/2025, Fixed script error that appeared in 1.1.3, other fixes

This download contains updated versions of the previous Classic RPG Spells, plus many new ones. If you previously installed those spells, replace them with the versions included in this download.

IMPORTANT: In this newest version, 1.1.4, I combined all of the spells into a single file, and also changed the name of the folder to SimsonianLibrary_ClassicRPGSpells. Make sure to remove the older Classic RPG Spells folder with the old version if you were using it.

Comments

This mod does not work on version 117((((

Ксения Румянцева

I think I could probably do that. I'd like to reduce the number of pack dependencies there are in general with this mod. The hut model is separate from an independent modeler, so it would be fine, but I might have imported it into a tent from Outdoor Retreat. But I probably don't need to, so I could remove that dependency. Have you tried it and it failed? Right now, the hut object might not materialize. Cone of Cold might not work, since the 'freeze' animation is from the Simray from Get to Work. But I don't think that this would necessarily cause the entire mod not to work -- I don't think it would. Those spells would probably show up, but you would have problems getting those particular spells to work. Let me know if you try this and it comes out otherwise, but I think it would be otherwise safe without those packs.

Simsonian Library

Hey, so I don't have outdoor retreat or get to work and v 1.1.4 with the new spells is all merged. If I download this version will cone or cold and tiny hut just not show up in my game or will i have issues? I also know there are base game tents on the gallery from one of the events. Would it be possible to use the tuning from these tents to make the tiny hut spell BGC?

Mae Marie

Hello! You could send it to my email at simsonianlibrary@gmail.com Thanks!

Simsonian Library

hi, how can I send you a new localization for this mod?

chiefunicorn

Yes, you need both the Classic RPG Spells and the Spellbook Injector mods. The Spellbook Injector adds custom spells (there are a lot of them) from different modders to the spellbook. So once you add the Spellbook Injector, you should be able to use any custom spells that modders come up with. It's sort of like the XML Injector but for spells.

Simsonian Library

I am a little confused...do I need both downloads?

Vanessa Reado

Nevermind, I found it, it's called 'Myrddin's Library' in the game, but in the description above it says 'myrrdin's library'. Mystery solved :P

Nea Emrys

I can't find the bookcase? I even searched for the name, and nothing, it doesn't seem to be in the bookcase category?

Nea Emrys

I'm not sure I understand which of the spells from LMS's mod you are referring to? I don't usually use that mod, but I just downloaded it and checked if there were any conflicts. When I clicked on the ground, I saw some spells from her mod, and some from this one, so they seem to be compatible here? I did notice that the tuning in the LMS mod had a lot of overrides, which might lead to incompatibilities but I wouldn't think it did in this case, based on what I saw. Can you let me know more specifically what is missing?

Simsonian Library

Would have been nice if your mod hadn't removed the ground spell from LMS "Improved Practical Spells - New Spell Upgrades." :(

FeenSims

Good catch! I have an update that I'm working on, and I've been double-checking things like icons and descriptions -- I'll make sure to fix those as well. Thanks for the feedback!

Simsonian Library

Hello, the spells Dispel Fear Spell and Detect Alignment Spell in the spell book do not have a description, just their name, can you add this line and description in future versions? I did the translation for them and noticed this discrepancy with the rest of the spells, thanks!

Urayxor

There shouldn't be any conflicts with his mods, as far as I know. If you have them both installed, you should see both sets of spells. No reason to remove anything. Let me know if you notice any problems, but I have not heard of any, and haven't noticed any when I've had their mods installed.

Simsonian Library

Do you know if this conflicts with Zer0's mods for spellcasters? He has an expanded RoM mod and some of the spells are similar. Would I simply remove the .package files for similar spells?

TrillerThriller

Yes it will! I'm working on an update to Classic RPG spells now, adding some new spells, as well as updates for new game features. No ETA yet but getting there.

Simsonian Library

Will Animal Friendship be updated to include crows from Life and Death? These birds do form friendships with Sims and be maintained over time. Maybe update the Turn Undead spell to become a ghost like in Life and Death?

Danna McPheron


More Creators