The Sims Medieval Wizard Hero Class Guide
Spell List, Runes, and Preparing, Memorizing and Casting Spells as a Wizard
Hero Overview
Wizards in The Sims Medieval can cast spells and craft objects, while providing a magical means of approaching quests. They can make a wide array of potions and staves with collectibles they gather from herb and mineral nodes throughout the Kingdom. In this guide to the Wizard hero profession in the Sims Medieval, I'll provide step by step instructions for preparing and memorizing spells to cast later. You'll also find a handy Spell List that shows the rune combinations to all spells in the game. Even low level Wizards can cast the Flare spell, and high levels who did not do a specific Quest< can still get access to Beacon of Hope. I'll also explain the purpose and effects of the more mysterious magic in the spell book.
Leveling the Wizard
Scrying and Research are the Wizard's repeatable means of earning XP. Preparing spells will also give them XP -- perhaps the most per minute spent in an activity -- but it's the most tedious method. They earn ample experience from crafting potions and staves as well. Collecting herbs and minerals will also net them 10xp each. Increasing your Wizard's level will unlock new spells and craftables, while increasing their daily income. A level 10 Wizard will earn a salary of $529 per day. Levels 5 and 10 will increase the number of spells that can be memorized at once to a maximum of eight, while also granting additional runes that will unlock more powerful combinations. Quests provide the largest amount of XP, which is true for all Heroes.
Earning Money as a Wizard
Wizards can earn money by crafting potions and selling them through the inventory. Crafted items come with a higher price tag than the ingredients used to make them in most cases. Collect herbs and metals, turn those items into goods, and sell your excess materials. It's one of the easier means of making money in The Sims Medieval, and will earn you gobs of experience to boot. Collection points in the game do not change, so if you find a great spot, head there and collect everything, then cast growth to do it all over again. Mithral nodes will give you a lot of bang for your buck.
Meditation, the Wizard's Sleep
Wizards do not need to sleep in a bed to recover energy. Simply click the Sim and select Meditate. They won't wake up automatically when they've fully recharged, so keep an eye on them. It's not a bad idea to buy at least a cheap bed anyway, as just a few winks of sleep in a bed will provide the Well Rested buff, which will increase their focus. What is more, you can Meditate to regenerate the Well Rested buff and have it until your energy finally slips too low.
Good Traits for Wizards
Because of all the time spent outdoors collecting herbs and metals, the Earthy trait will help their mood whilst improving the rate that they get rare collectibles. They start with a book shelf and can perform research, so Scholarly can provide powerful buffs to improve focus. Solitary is also helpful. The Wizard's Tower is one of the few buildings that Sims don't run in and out of all day, so they can get plenty of time to themselves. When tackling a Quest solo, they'll also get a positive buff for doing it all on their own. If you don't mind being wicked, give the Wizard the Evil trait and watch him cackle with glee as other Sims suffer for his pleasure.
I find Misanthrope to be a good Fatal Flaw for the Wizard as they don't have to socialize very often. Uncouth is not bad either, and will rarely impact the Wizard. Most of their Quests don't involve a lot of socializing, anyway.
The Wizard's Tower
The Wizard's Tower building will bring 4 Knowledge capacity to the Kingdom. Heroes visiting the Wizard's Tower will have the ability to buy several potions from the Wizard, including the potent Drunk-Me-Not. For the Wizard Hero himself, it comes furnished with their required objects: The Archives, Tome, and Crafting Table. It does not come with a bed, but should be furnished with one later. At first, your hero is expected to meditate to recover energy. Later, you'll want to invest in a bed to get the Well Rested buff. The tower features 3 floors, with the Tome and Crafting table on 1st, Living Quarters on 2nd, and Library with Archives on the third. There's not a lot of room to play with here, but you won't need to worry about a stream of Sims clogging up your rooms as the Tower is rarely visited.
Spells
Spells can be learned as soon as you know the rune combination, so I've provided a list of all spells in The Sims Medieval. You can look at a list of spells your Wizard already knows by clicking the Magnum Mysterium Tome in the Wizard's Tower, then selecting Study Spells. After you know the combo, click Prepare Spells to input the rune sequence, which must come in the exact order listed. At first, your Wizard can only memorize three spells. At level 5, this number jumps to 5. A level 10 Wizard can memorize 8 spells. Here are the recipes you'll need along with descriptions of each spell. Chaos Runes are unlocked automatically at level 10, and Order level 5. All Wizards start with Energy, Force, Light, Dark, Fire, and Air Runes. Runes are not something you have to find or will ever run out of. Runes are a magic combination to allow your wizard to prepare a spell for casting when they need it.
All spells cost energy, which is the replacement for Mana, a common gaming magical reserve. Be sure to input the Flare rune combination early. The spell provides a very helpful buff for improving a low level Wizard's focus, and isn't automatically unlocked with level progression so you can snag it at level 1.
Step by Step to Prepare, Learn, and Cast a Spell:1. Click the Tome in the Wizard's tower and select Study Spells. This is just your reference list
2. Make note of the rune combination you need for the spell
3. Click Prepare Spell in that window or directly on the tome
4. Enter the runes in the exact order stated. If you have the runes for a spell below, such as Flare or Beacon of Hope, you can use it!
5. If successful, the spell will be memorized.
6. Click Forget Spell to free up space when you want to replace it. You can only cast spells that are currently memorized.
7. Cast the Spell by clicking the appropriate target, be it ground, your Sim or a targeted Sim
Icon | Spell Name | Runes Required | Spell Description |
Beacon of Hope | Light, Energy, Chaos | Beacon of Hope gives the target a +40 buff for 24 hours and clears all daily responsibilities. You'll learn the rune combo for this spell by freeing the genie in the 'Contents: Genie' Quest with a Wizard's approach. However, you can input this rune combo without freeing the genie. Your Wizard just has to be level 10 to have access to the Chaos rune. Beacon of Hope has a long, 24 hour cooldown so in multi-hero Quests, only one can get out of those Daily Responsibilities. | |
Curse | Energy, Dark, Force | ||
Flare | Energy, Fire, Light | The Flare spell targets the casting Sim only. Flare will dazzle all Sims around with a positive buff, which also affects the Sim casting it. The Dazzled buff lasts five hours and gives 15 focus. Sims leaving the spell's area of effect will still have their buff until it expires. Flare appears in a Quest but doesn't require its completion to be memorized. | |
Gale | Air, Force, Order | ||
Ghostly Music | Air, Energy, Order | ||
Growth | Light, Energy, Air | Castable every 2 hours, Growth will bring back all plants and rocks in the area, allowing them to be collected all over again. Great for the valuable nodes like Angelweed, Mithral, and Sagewort. | |
Inferno | Fire, Energy, Chaos | ||
Magic Arrow | Energy, Air, Light | ||
Mend | Energy, Order, Light | ||
Miasma | Dark, Order, Fire | ||
Sleep | Dark, Chaos, Force | ||
Spirit Thief | Dark, Force, Air | The Spirit Thief spell will grant the caster one Soul Fragment. Soul Fragments are used in crafting new staffs, and the Sorcerer will often be called upon to cast this as a Daily Responsibility. The affected Sim will be hit with a -10 Focus Soulless Buff for 24 hours. | |
Telepathy | Light, Energy, Order | The Telepathy spell will give a Sim a 4 hour Clairvoyant buff that delivers +20 focus. Handy, indeed. | |
Teleport | Air, Light, Chaos | Teleport can be helpful to get from one place to another in minutes, however, due to the energy cost, you won't want to use this unless speed is important. Meditating afterward helps, but negates the travel time reduction. Another way to Teleport in The Sims Medieval is to Cheat. | |
Terror | Dark, Order, Energy |
Wizard Activities
Wizards can perform a number of activities, which can help them to earn experience to unlock more spells and craftable objects. Two easy XP-generating abilities are Scry, from the Tome on the first floor, and Research at the Archives on the top floor of the Tower. Wizards receive a great buff from doing research, "Research Rampage" which gives +10 focus for 7 hours after studying for an hour. If they're scholarly, they'll occasionally get the Finished a Book buff which is even better. Scrying can generate random events that will produce a buff when completed, positive or negative. Scrying itself will give the Sim a Prognosticating buff which lasts a couple of hours and gives +15. As Wizards need well water to craft some potions, they can cast the Overflow spell on the town's well to increase the Kingdom's water supply. They are not able to voyage on the seas or go on patrols like other Heroes, but can find valuable items while taking a Stroll through the Forest. Wizards can craft at the Smithy's forge, and may install one in the Wizard's Tower if you can make room. They can increase their power by forging better staffs.
Wizard Daily Responsibilities
- Gather Plants or Herbs 5 Times - Gather these just outside the Tower. Don't forget Growth to help with this!
- Research for 2 Hours - Queue up 2 research at archives actions. Each should be one hour
- Pay Taxes Based on Hero level. $100 Level 1-4, $250 Level 5-9, and $500 at Level 10.
- Craft and Deliver Potion or Elixir - This one can be tough if you don't have the ingredients you need. The shop is always an option, but will likely destroy your profit for making the delivery.
- Cast Spirit Thief - It's not a bad idea to keep this spell memorized just because of how often this comes up
- Prepare two Spells - You can simply forget two spells, then prepare them all over again. If you know a combination, preparing spells that are already memorized will work as well. It's really easy and nets some XP.