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This was already said above so just adding my two cents, but indeed naming can help create a way to convey the lore of your world indirectly.
Regarding spells, prayers and the like.
If you learned magic in a school of sorts, and magic is not channeling the raw energies of the world out of sheer willpower but a structured study of the Arcane, then your spells should reflect it.
Spells created by previous wizards would probably be named after these wizards (a la Mordenkainen in D&D).
That can help settle also some legends. If you want to refer to the existence of a group of legendary wizards, maybe many of the spellbook entries will be named after them.
At the same time, if you want to show a world where magic is well known and studied, highly codified and seen in a practical way, using a tiered name convention can be good.
If only few people study magic and can cast a fireball, it's good to have it know as the mystical Fiery wrath of Azanacius
If many people are able to easily study magic and cast a fireball, it make sense that they all just know it as the level 2 of the fire discipline (A.K.A Fire 2)
Regarding Physical and special abilities, Unique names should be used for special techniques, but by reusing the same name/skills for similar typed characters (E.G tank and paladin both have provoke and cover) you can make it resonate as if those were "basic training" common to these classes.
It's really a matter of flavor:
In the same game, you could have the school trained alchemist using the 3 level of an elemental discipline (fire 1/2/3, or even Fire apprentice/Fire expert/Fire master) and the swordsman using convolutedly named skills (EG, Winter's 1000 cuts, or Gentle rise of the morning Dragonfly)
In Wheel of time books, they used cool sounding name for the sword forms, that can be an inspiration
Regarding spells, prayers and the like.
If you learned magic in a school of sorts, and magic is not channeling the raw energies of the world out of sheer willpower but a structured study of the Arcane, then your spells should reflect it.
Spells created by previous wizards would probably be named after these wizards (a la Mordenkainen in D&D).
That can help settle also some legends. If you want to refer to the existence of a group of legendary wizards, maybe many of the spellbook entries will be named after them.
At the same time, if you want to show a world where magic is well known and studied, highly codified and seen in a practical way, using a tiered name convention can be good.
If only few people study magic and can cast a fireball, it's good to have it know as the mystical Fiery wrath of Azanacius
If many people are able to easily study magic and cast a fireball, it make sense that they all just know it as the level 2 of the fire discipline (A.K.A Fire 2)
Regarding Physical and special abilities, Unique names should be used for special techniques, but by reusing the same name/skills for similar typed characters (E.G tank and paladin both have provoke and cover) you can make it resonate as if those were "basic training" common to these classes.
It's really a matter of flavor:
In the same game, you could have the school trained alchemist using the 3 level of an elemental discipline (fire 1/2/3, or even Fire apprentice/Fire expert/Fire master) and the swordsman using convolutedly named skills (EG, Winter's 1000 cuts, or Gentle rise of the morning Dragonfly)
In Wheel of time books, they used cool sounding name for the sword forms, that can be an inspiration
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