At first, we wanted to have one incantation for one effect, like in most anime or Harry Potter, for instance. However, we kind of messed up at writing and staging, and ended up with the same incantation having multiple effects, or several different incantation having the same effect.
What’s canon now, to fix this mistake, it that spells works by “categories” :
- Offensive spells, like “Crystal Offensio”, “Crystal Colidum”, “Crystal Retrosum” (three “ranged attack” whose effect can varie), Crystempactus (a “contact attack”), or “Ateruina” (aerial/ranged Attack for the baddies) and “Telanoc” (ground/ranged attack and crystal barrier atttack for the baddies)
- Defensive spells, like “Crystarmum” (creating a defensive wall) and “Crysta-Tectus” (shield spell)
- Detection spells, like “Crystalocum” (locating someone in need of assistance) or “Crysta Locum Ostendere” (locating someone thanks to one item)
- Invocation spells, like “Crysta Ferocis” (Talia summoning a Light Crystal Bear) or “Aterodere” (for the baddies)
- Healing/Counter spells, like “Crystal Solvenda”
- Team Offensive Spells, like “Crystal Luxtra” (3 princesses) “Crystal Quinta” (5 princesses)… or “Truncolus” (for the baddies) !
What really matter as the person who cast the spell wants to happen, and she’ll “shape” the spell for that. Words help to shape, but are not absolute, not in our universe. They’re more like “a guide” now.
◀
corvid-volt whispered:I'm curious (and forgive me if this has been answered before), but is there a reason why the effects of a given crystal incantation seem to be somewhat random? For example, "Crystal Offensia" (I hope I've spelt that correctly) varies between firing a sustained burst of needle-like projectiles, and a single larger blast. My assumption is that the words define the category of the spell, and the will of the caster determines the precise effect, but I would like to have a definite answer.
Posted on 27 July 2016, at 2.14pm, with 136 notes
Reblogged via teamlolirock, originally by teamlolirock
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