I personally dislike "template"-style names because they are not evocative (and tend to encourage very similar, uncreative spell effects), but since you said you like them, this isn't my place to rant about why individualized names are better.
What I will recommend is that you choose prefixes/suffixes that give a sufficient "feel" as to what the spell is doing.
Final Fantasy's Fire - Fira - Firaga structure works partially because each name sounds like it's getting bigger (especially at Level 3, where an entire syllable was added, but even at level 2 where a voiced vowel sound was added at the end of "Fire" where the e was silent).
Appending words that actually mean something to the spell's base name can definitely help get the point across - for example I like your "Flaremore" (stronger Flare) and "Omniflare" (multi-target Flare, which you could also call "Everyflare" or even "Flarea" if you wanted to get cute) - but as you noticed, it can sound a bit jarring trying to create these compound words, especially if you're using both a prefix for scope and a suffix for power ("Omniflaremore"? Ew.)
Taking that to something like the "Woosh" line - even if I were able to infer that's a wind damage spell, I would have no idea whether Wooshle or KaWoosh were its higher-damage upgrade. The name change tells me absolutely nothing except that it's not the same spell. That's why I feel that Omniflare is a better name, for example, than Raflare.
Some professional games do indeed make up random syllables to represent scope or power, but I find these systems to be incredibly confusing. When I learned that "Dia" was a healing spell in the
Persona series (which I wouldn't have ever been able to guess without reading its entire description), I figured, OK, that's one healing spell that I possess, and maybe it makes some weird modicum of sense because it's the Arabic word for 'blood money'. Then later I learned a spell called "Media", and I could only read it as the word media - perhaps a communication or telepathy spell. It never even occurred to me that this was actually the prefix "Me" plus the base spell "Dia". Again, I needed to read and remember its effect to know that it was a party heal. I also put the game down for a couple months at a time due to not being able to beat a certain boss, and each time I came back, I had to
re-learn the names and effects of spells because there was nothing I could just intuit after forgetting them.
The risk of players not seeing the word stem hidden in your spell name (like how I missed Dia in Media) is very real. Look no further to how people will pronounce a word the first time they use it after they've seen it in writing (especially in a flexible language like English), and it becomes very clear how the mind can fixate on an unintended combination of letters. Taking a few examples from
@ave36's suggestions above, a player might think:
- Flagra: "Maybe it's a physical Flaying skill?"
- Reflagra: "A Flagra skill that repeats twice?"
- Mortflagra: "Sounds like a Death/Doom spell"
- Regravia: "Some kind of power healing or regen spell?"
- Exelixi: "Probably an instant death or execution skill"
The names may sound cool when you say them, but a player might say them in their head very differently, and it might not sound as cool, but more importantly it
will be confusing to them until they spend a lot of consecutive time with your game.