🧚♀️ Mod Trailer
🧚🏼♂️ Mod Trailer 2.0
***IMPORTANT*** - DO NOT simply drag and drop the folder into your mods folder and overwrite the old mod files. It is recommended that you ALWAYS delete ALL the old mod files before placing the new mod into your game. Files get moved around, combined, and removed between updates, so neglecting to do this WILL cause problems!!
UPDATES:
*01/27/2025
Added compatibility with the Animated Tails Mod to ensure proper shrinking/unshrinking with the sprite form ability.
Hopefully fixed an issue that caused errors when using the sprite form ability without animated wings equipped.
11/17/2024
Fixed another missing image from the popup when traveling to Sylvan Glade.
Hopefully fixed the issue with Grim being unable to reap after casting the Exitus spell.
Added more skill books to the Speed Skim interaction, such as Thanatology and Gemology, and added a cooldown that prevents spamming this interaction to max skills.
Souls from the Life & Death pack can now be consumed or used in the same way as life essences when you have the Necromancer perk. Life essences can now also be converted into souls and used for the Reaper career.
Added 3 new spells: Motive Manipulation, Clairvoyance, and Impletio (to increase satisfaction points)
Tweaked the Toxins power source to add a few more source objects (sulfur piles, ecto-puddles, and goo puddles), and added an extra buff when a sim with this source consumes toxic plants.
11/02/2024
Witches gain Thanatology skill at a slightly higher rate.
Fairies and Witches with the Death power source gain Thanatology skill and performance in the Mortician and Reaper careers at a much higher rate.
Added a new Altar Configuration for summoning the Grim Reaper that requires 1 death flower and 1 death metal.
It's finally here! The new and improved Fairies vs. Witches mod has a lot of brand new content, some reworked gameplay, and general improvements to the original elements. There's a lot to go over, so let's get straight to the point!

Magic Energy
Fairies and Witches now have a Magic Energy need instead of their old XP orbs. Their needs panel looks relatively the same, with a few differences:
Magic Energy will always balance out at 50% full, always decaying or rising to that level unless your sim is performing certain interactions, affected by certain magical conditions, or under the effects of a potion.
Fairy/Witch/Spellcaster hybrids are now more functional, as their Magic Energy need will be reformatted to look like a basegame need to accommodate having multiple occults. This is not 100% perfect, and does not support having more than these 3 occults at once. The game's needs panel doesn't adjust automatically and will become bugged if you stack occults like Jenga.
***The Magic Energy need will be the same orb-style need as before, UNLESS your sim is a hybrid! The need will only change to a blue bar if your sim is a Witch/Fairy/Spellcaster combo.***

Magic Energy will decrease when using magical abilities and increase when the sim rests or when they perform special interactions, drink certain potions, etc.
When Magic Energy gets low enough, spells will become more likely to fail and eventually, the sim will risk reaching "Magic Exhaustion" and temporarily or permanently lose them, especially if they've exhausted themselves more than once. Their powers can be regained with special methods, including using the Fairy Ring or Ritual Circle objects.
On the other hand, over-exerting Magic Energy and maxing it out too much and for too long can result in sims reaching "Magic Excession". This also has an effect on their powers, but may also trigger the following conditions:
"Volatile Magic" - Sim will have wild magic that tends to cause chaos around them and can be dangerous to be around.
"Siphoner" - Sim will not generate their own Magic Energy and must siphon it from sources like magical objects, other occults like Spellcasters, Fairies, Witches, etc. potentially destroying the object or their relationship with the target sim. Vampire-Witch/Fairy hybrids can convert their Vampire Energy into Magic Energy.
These consequences can be avoided if you pay attention to the Magic Energy need, but they can also be disabled using testingcheats.

Alignment
Fairies and Witches now also have an Alignment need. This need also defaults to 50, within the neutral range, and will shift one way or the other depending on how your sim behaves. If they use magic to harm others or cause chaos, they will become evil. If they use magic to help others and spread peace, they will become good. Simple as that!
Reaching maximum evil will cause sims to be immune to becoming good through spellcasting, they will be feared by other sims, and they will cast evil-aligned spells more successfully and increase their fun need while doing it.
Reaching maximum good will cause sims to be immune to turning evil though normal means, they will be more beloved by other sims, and will cast good-aligned spells more successfully while increasing their fun need.
Having the base game Good or Evil traits will affect the rate of gaining/losing Alignment and offer unique notifications.
If you have my Unicorns Mod, your sim will gain or lose alignment at a higher rate depending on if they're close to a good or evil unicorn and good/evil sims will gain special buffs that increase their Magic Energy from having a matching unicorn.
Good/Evil sims have a chance to pass their alignment onto their children, making them more inclined toward one or the other as adults. They can also cast a special blessing/curse on baby sims that affect them similarly.
This need can be hidden with testingcheats to simplify your motives panel, or it can be disabled completely by hiding it and locking Alignment in the neutral range.


Alchemy Skill
Fairies, Witches, Spellcasters, and Sea Witches (if you have my Expanded Mermaids mod) now have the ability to learn recipes for elixirs and gain Alchemy Skill using a couple cauldrons included with the mod. This is a 5-level skill and there are about 16 elixir recipes to learn, with various effects, and a set of new ingredients that can be procured from the frog spawner logs found throughout the worlds or from a Magic Merchant NPC that is spawned with a crystal item from the Build/Buy catalog.

New Spells
There are quite a few new spells to learn, bringing the total spells available in the mod to 50.
The way your sims learn spells has also been updated. Now, sims can learn new spells at any time, but they each have their own progress tracker that will show up on the "Learn Spell" interactions. Learning spells can be stopped and resumed as much as you want until your sim is finished.

Magic Research is a new pie menu on the Fairy Handbook and Guide to Witchcraft books. There are a few categories : Spells, Alchemy, and Power Sources. Spell research allows your sim to gain Magic Skill while potentially gaining progress toward learning new spells, Alchemy research allows your sim to gain Alchemy Skill while learning new recipes, and Power Source research has two options: General and Thorough research. General gives your sim bits of useful information, while Thorough Research gives access to in-depth information about all available power sources.

New Power Sources
There are 10 new power sources to choose from:
Chaos
Death
Fauna
Flora
Illusions
Light
Metal
Plasma
Psychic Energy
Toxins
Each one has its own unique benefits and effects. These can all be read about in your sim's respective Handbook/Guide.

Witch Covens
Witches can now form covens with each other. Covens get special benefits from practicing magic together, including buffs that increase the rate of Magic Skill and Witch Rank gains or reduce Magic Energy decay. Witches just need to have a high enough relationship, then they can ask to form a new coven or join an existing one.
Witch covens also have special interactions with the Ritual Circle, a new object exclusive to witches. Demons and Ghosts can be summoned from the ritual circle, assisted by crystals placed on the object or a high Medium skill from the Paranormal stuff pack, and covens can practice magic together to gain Magic Skill faster. Regardless of whether or not your sim is in a coven, witches can place crystals on the center of the circle and absorb their energy for unique effects, similar to the charging station from Crystal Creations.

New Abilities
There are a couple new abilities available:
Sprite Form - Exclusive to fairies, allows them to shrink down to miniature size to perform several interactions including dancing at any stereo, showering in sinks, playing with frogs in the log spawner object, flying from place to place, etc. Fairy Houses have also been updated with new animations to use this same effect, but sims don't need the Sprite Form ability for that.
Magic Reuptake - For both fairies and witches, allows sims to build up a hidden store of Magic Energy to release at a later time for a huge boost of magic power.
Abilities/Perks have also been generally improved. Instead of relying on XP, your sims will now gain "Ability Points" as they increase their magic skills and use their powers. Each point can be spent to gain 1 perk and each sim can gain a maximum of 6 perks in total.

Aspirations
There are 5 new aspirations included with the update, mostly related to Alignment. These aspirations are: Good Fairy, Good Witch, Wicked Witch, Dark Fairy, and Master Alchemist. I've never made aspirations before, so they may not be as detailed or satisfying as they could be, but I'm open to revising them in the future!
The Fairy and Witch traits are now inheritable!
Fairies can use the Conjure Changeling interaction on babies to turn them into fairies. (Due to the nature of babies and their status as objects, I haven't been able to work out creating a new baby and placing the original with the active household, but this is something I'd like to change in the future.) Changeling children have special effects and will be able to confront the fairy that did the switch when they are adults.
Aside from all the new content, there have been improvements to several other aspects of the mod, including animations, bug fixes, gameplay effects, etc.
And CHEATS! There are LOADS of cheats across all aspects of the mod that should help with customization, debugging, storytelling, etc. if you enable testingcheats. Remember to try shift+clicking objects if you can't find a cheat directly on your sim!
And that's about it! As most of you know, this update took a VERY long time, so I hope it lives up to expectations and more importantly, that you all enjoy it! :) Thank you for your continued support!

The Fairy Ring!
- This object can be placed outside and fairies that are channeling fairy magic will be able to fly around it, building their new Flight skill! As the Flight skill increases, fairies will perform better in the fairy ring and be less likely to fail when flying from place to place. There are several interactions that will increase this skill.
- This item can also be placed in Sylvan Glade, where the glade fairies will autonomously use it.
- Three sims can use the object at one time, but keep in mind that the animations are not synced with each other, so sims will occasionally clip, especially if three are flying at once.
- Child fairies who are taught to fly will receive an immediate boost to the skill upon aging up.
- Nearby sims can watch fairies fly around the ring and increase their Fun need.
- There are more plans for this object in the future as the mod is developed, including some interactions for witches... ;)

- Children of Fairies and Witches can now do magic and spells once their powers have been "awakened" by their magical parent. Once a fairy/witch's offspring has reached the Child stage, they can perform a special interaction with them to manifest their powers. This will give the child the ability to practice magic, be trained by their parent, dabble in power sources, study from their books, etc.
- Fairy children can be taught to fly by their fairy parent. They can also enable/disable their vfx and their hover walk just like adult fairies. Child versions of the two sets of wings have been included as well.
- Child fairies/witches can learn spells by either being training by their parent or the Ethereal Guardian/Ancestral Witch, or by "Siphoning Magic" from a few power sources and attempting to cast spells.
- Fairy/Witch parents can also read their special books to their magical children, which will allow them to gain the "Childhood Magic" skill. This skill controls what spells can be learned at this age. When your sim ages up to a teen, they will automatically transform into a full Fairy/Witch and depending on what their Childhood Magic skill was when they aged up, they will have better magic skill gains in the future, as well as better chances of casting successful spells.
- There are many cheats, including ones to turn your human children into a fairy or a witch when right clicking on the fairy statue or the witch altar and to learn any of the spells available.
- More animations have been improved, small bugs have been fixed, and children have been incorporated into several existing interactions.

Hello all!
It's here! This is a mod I've been working on for over a year and I finally feel that it's good enough to release. Am I too picky about my work? Absolutely. Am I going to change? Absolutely not. There is SO MUCH MORE I want to do with this mod, so keep an eye out for updates and take a look at the bottom of this post to read the list of potential features that could be added in the future! This mod is heavily inspired by tv shows from my childhood such as W.I.T.C.H., Winx Club, Sailor Moon, etc. and contains over 100 custom animations, a few CAS items, some Buy Mode objects, custom sounds, and LOTS of gameplay, so let's go over everything!

Revamped Sylvan Glade
You may notice that there are some new friends inhabiting the hidden meadow called Sylvan Glade... Fairies! Now trips to this little land will be much less lonely, as fairies will be seen roaming around, casting spells and challenging each other to magic spar sessions! Most importantly, you will meet the Ethereal Guardian, one of the more experienced fairies of the glade who watches over everyone and makes sure no intruders threaten their peaceful lives. A quick chat with them may even point you in the direction of becoming one of these enchanting beings! Of course, you can find your way to this place through the magical tree in Willow Creek, however there may be a more convenient way through a quaint little sculpture...

The Giving Fairy
In buy mode, you can find a charming fairy sculpture set atop a pedestal with her hand outstretched. She is said to provide nearby plants with excess health and nourishment, while inspiring sims to utilize their green thumb! However, if one were to be generous and offer her a flower or perhaps a pretty crystal, she may open a door to another land...

Fairies
One of the two titular occult beings included in this mod is the fairy! Fairies are whimsical creatures who enjoy flying here and there and tend to leave a trail of glitter everywhere they go. However, in the normal world, it is important to blend in, so they have the ability to repress their magic and appear as any other human. Not only that, but many aspects of their fairy form are completely customizable! Want to ditch the glitter? It's gone. Are the wings too bulky and reduce aerodynamic efficiency? No problem! Fairies are diverse creatures and can look however you want. Just as they have unique features, they also have unique powers and abilities! Practicing their Fairy Magic will unlock various spells that can be learned from a special book... But more on that later. Onto the next occult!

Witches
Most people assume spellcasters are the “witches” of The Sims 4, and those people are wrong! Until now, they've been hidden and forced to practice magic in secret, but now they're ready to come out of the broom closet! Witches are darker and grittier than the spellcasters of the Magic Realm, dabbling in powers that are deemed too dangerous and inhumane to be tolerated. With the guidance of their spiritual ancestors, these magic-wielders can ascend in rank and gain experience as they study Witchcraft and battle each other or even fairies and spellcasters. There is much to be learned, including the history of witchcraft and why they are so disliked by other magical beings...

The Witchcraft Altar
An important staple in the aspiring Supreme Witch's décor is the Witchcraft Altar, found in buy mode. This intriguing surface is carved from an unusual material and has several uses. Humans may find it relaxing to meditate before it and might even summon a surprise visitor... Witches, on the other hand, are able to use it to gain experience and hone their skill with their coven mates as well as cast special spells when Altar Configurations are in place. If certain objects are placed in just the right spot, magic will happen...

Power Sources
One of the defining features of fairies and witches alike is their ability to form intimate connections with various elements of the world. Once a witch or fairy has come into their magic, they can search for a source of power to draw upon, which will affect the way their magic manifests while casting spells or practicing. This will also influence the success rate, strength, outcome, and overall effect of certain spells and how easy or fast it is to learn them, as well as unlock interactions that are unavailable to other sims. Just start clicking on certain objects, or the sim under certain circumstances, to discover what sources you can choose!

The Books
Both fairies and witches have helpful guides to catalog their magical journeys! “The Fairy Handbook” and “The Guide to Witchcraft” are essential to keep track of your sim's progress and learn new spells. Both can be found in buy mode, however there are also some other ways to procure them...

Perks and Spells
What would fairies and witches be without a little magic?? Well, worry not, because there are plenty of spells to be learned. As long as your magic skill is developed enough, or you have the right power source, any spell can be learned from the Fairy Handbook or the Guide to Witchcraft. Just keep practicing your magic and building Experience and you'll be casting spells like a pro!
Alongside spells, perks can also be gained through increasing Fairy Form or Witch Rank! Perks are more tied to a fairy or witch's personality and lifestyle than spells and they affect things like the speed of gaining skills, transportation, or the way one lives their life... These abilities can be developed at the Giving Fairy Statue or the Witchcraft Altar if a sim's Experience is high enough!

CAS Items
Several CAS items are available, including many variations of wings in different styles, and are easily identifiable by a small icon in the upper righthand corner of the thumbnails. I admit that CAS item creation is not my strong suit, so there are some imperfections, but I wanted to include content that works well with the mod even if you don't use any other CC. IMPORTANT: The wings included have a transparent mesh that uses the hat texture space and WILL conflict with any items that do the same. The Nymph Dress and Fairy Skirt also use texture space that will conflict with certain other CAS items, so it's best to experiment and figure out what can be used together.
There is a special item called “Wing Skins” that you may notice do not show up in CAS. This is because they are meant to be invisible while a fairy sim is in human form. If you're interested in knowing how to use them, there will be a small post about them on my tumblr.
Conflicts and Requirements
This mod overrides the venue_HiddenGlade and cauldron_Start_Potion tunings, as well as 12 interactions for binding and unbinding the familiars from Realm of Magic and will conflict with any mods that alter the same resources.
***It appears that there are conflicts with a few of Zerbu's mods, namely the Go To School mod and their mod that alters venues. Unfortunately, I don't know if there's any way to fix this conflict, but this is likely the cause of fairies not showing up in Sylvan Glade.
The Fairies vs. Witches mod requires only the Base Game and the Realm of Magic game pack to function. Some interactions require Seasons to be fully functional, but the mod will work perfectly fine without the pack.
*My other mods, Whitelighters and Expanded Mermaids, have also been updated with bug fixes and necessary changes that interact with this mod, so I HIGHLY recommend downloading those as well!
And that's about it! I hope you enjoy this mod and I look forward to seeing everything you do with it. Please take a look at the future plans below to see what I have planned and what you might be looking forward to!
FAQ
Q - "Sims can't read their fairy or witch book/ Sims can't battle or spar/ the spellbook menu won't open/ The sprite doesn't move. How do I fix this?
A - These issues are all caused by not having the Realm of Magic pack. Without it, these things will NOT work. If you have the pack and these issues still occur, make sure you have script mods enabled and move the ts4script file directly into your main mods folder.
Q - "The fairy wings have a black box around them. How do I fix it?"
A - This is a graphical issue caused by using laptop mode. Disable it to remove the black box, or you can use the "fanciful wings", which are more compatible with laptop mode.
Q - "Why can't I travel to Sylvan Glade? I get an error message and the game sends me back to the main menu."
A - You need to update your game. The legacy version may also cause this problem to occur, which I cannot fix, unfortunately.
Q - "Why aren't the fairies showing up in Sylvan glade?"
A - This is probably a mod conflict, likely with one of Zerbu/Zero's venue mods.
Q - "Can I turn another occult (mermaid, spellcaster, vampire, etc.) into a fairy/witch?"
A - I have designed the mod to block other supernatural beings from becoming a fairy/witch because the special motives in their needs panel conflict. It is possible to create hybrids using cheats along with the Hybrid Stabilizer mod as long as both occults DO NOT USE THE ORB STYLE MOTIVE. This means Spellcasters should NOT be turned into fairies or witches at all.
Q - "You should change the mod to do *insert request*." "I don't like *insert feature*." "Why don't you change *insert feature*." "You should add *insert tv show/movie ability*."
A - I'm always open to suggestions and ideas, and I actually really enjoy reading what people want from the mod. However, a lot of this mod was designed in a way that works the best way possible with the game mechanics or because it was a purposeful aesthetic choice. I would prefer not to receive demands or specific requests to change the mod to fit a certain desire for one player. This is not directed at anyone specifically, just an overall request for the future. :)
Future Plans:
More, more, MORE spells and abilities!
Adding to and improving current spells and abilities.
More cross-mod compatibility with this and my other mods.
Expanding on the lore and backstory.
Acknowledgments:
The creators of Sims4Studio for creating and maintaining an incredible program.
MizoreYukii and thepancake1 for creating a great tutorial for custom occult plumbobs AND for helping me immensely with converting Sims 3 animations for this project.
LightDeficient for helping me in the beginning stages of learning to create animations.
Everyone over on my tumblr who have been following along and supporting my work.
And someone, who wishes to remain anonymous, that inarguably contributed the most to this project and who I am very grateful to. Thank you for all you've done!
DOWNLOAD:
Halle Snyder
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2024-04-09 15:29:38 +0000 UTCDaenerys Great
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2024-04-04 22:48:17 +0000 UTC晋 秦
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2024-04-02 22:16:54 +0000 UTCbryan salazar
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2024-03-31 22:40:18 +0000 UTCJaren Padlipsky
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2024-03-31 03:03:12 +0000 UTCKat Yusef
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