- Your Sims can now harness the supernatural, casting playful or mischievous spells
- New Magic Town carnival-themed location; customize carnival rides
- Includes making, gathering, and questing for ingredients to brew magic spell recipes
- Unlock spells and create new ones; every spell has a unique backfire
- Over 175 new items and a host of quirky new characters
Billed as the “expansion pack finale” for the best-selling series of home computer games, Makin’ Magic is the seventh and last add-on for Maxis’ original The Sims. This autumn 2003 addition brings an assortment of magical powers and abilities to Sims characters, allowing them to take care of household chores with a snap, win the affection of an unrequited love using special charms, or even turn a bothersome neighbor into a frog.
Of course, employing such powerful witchcraft can be tricky, and spells that are not performed carefully and correctly may backfire on their casters. Each spell in the game can backfire in a different way, bringing such maladies as lightning strikes or plagues of toads to the neighborhood. For their best shot at getting a spell right, Sims may want to visit the new “Magic Town” area, where they can shop for equipment, learn new spell recipes, and demonstrate their powers in competition against special NPC opponents.
Magically-gifted Sims can prove their skills against new “Questing” NPCs, and earn “MagiCoins” if they can best these characters in duels. MagiCoins offer access to spell components. As in previous Sims expansion packs, Makin’ Magic also includes many new house objects with which Sims can interact, including beehives, spinning wheels, butter churns, and other equipment that can be used to create spell ingredients.