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Spell names

Started by ToohrVyk Apr 17, 2007 at 2:09 PM 10 replies 3.6k views
Original Post
ToohrVyk
ToohrVyk
I'm trying to name the spells in my game. To that end, I would like to survey existing name conventions, along with your contributions on the subject. In practice, the spells in my game include the tried-and-true flaming arrows, lightning bolts, exploding balls of fire, walls of ice, and so on, for which canonical names already exist. However, it also includes spells and abilities with more subtle effects, such as osteomantic curses, various blood-based pacts, teleportation-based attacks, and complex metamagic (such as causing the spell effect to appear when the casting begins, instead of when it ends). The most elementary naming convention derives from roleplaying in the 70s and 80s, with the staples that are Fireball, Wall of Fire, Teleport, Polymorph, Invisibility, etc. I call this the straight to the point style: a Cone of Cold spell generates a (surprise!) cone of cold, the Create Food and Water spell is appropriately named as well, Ignite Poison is a pretty painful way of curing venom and Kill shivers me timbers. Frequent users of this naming style are most medieval-fantasy games, from D&D family games to Warcraft to Diablo, including early Magic : the Gathering editions, with a nod to Final Fantasy (Fire3 is quite an obvious name). The advantage of this naming style is that it's easy for the player to readily recognize the effect of the spell only from its name. The disadvantage is that it's boring. Spell and ability names are a large mass of text that the player has access to, so it's a waste not to have them convey any atmosphere. Another naming convention is what I would call the legendary style. It follows the straight to the point side, but conveys more ambience by associating a name with the spell. The D&D names of Tenser and Mordekainen (and others) have been removed from the d20 SRD, where Tenser's Floating Disc becomes Floating Disc. This is the style heavily used by most Magic : the Gathering cards, mentioning the universe at every possible turn: Curse of Marit Lage as a blue hoser, Urza's tower as a land, Jhoira's timebug as a suspend manipulator, and so on. Final Fantasy summoning also falls into this category, as far as I can see. The Elder Scrolls series uses this approach as well: Ondusi's unhinging. Finally, there's the poetic way, which describes the effect of a spell or ability with poetry (or something close to it), which allows the choice of words to matter as well. I have seen this in many of the White Wolf role-playing games, such as Vampire's Mask of a Thousand Faces answer to d20 Disguise Self—Exalted pushes this to new extremes with Precision of the Striking Raptor, Ox Body Technique and so on. I have also seen it in fighting games (King of Fighters, for example) as well as manga (Kamehameha, Chidori, Raikiri). I feel that this adds a lot of atmosphere to the game. Do you know of any conventions that I have overseen? What is your take on these possibilties?
sunandshadow
sunandshadow
There's the foreign language approach, naming spells in Latin for example. (Japanese creators often name spells in English to get a 'foreign yet understandable' flavor.) Not an approach I really recommend but another to add to your list. You could probably also file the Final Fantasy 'declension convention' (Fire, Fira, Firaga) in the foreign language category.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
falconhunter2020
falconhunter2020
Personally, I'm a fan of the poetic names because they give a sense of creativity to the game.

However, for design documents and giving instructions to your staff, it's best to use the straight to the point style so they don't get confused.
ajones
ajones
My first impression was to KISS: the straight to the point style is simple, descriptive, provides enough information for the user, and can even be generated (e.g. "cone shape" projection + "cold" effect = "cone of cold"). To be honest, unless the game's back story and history are interesting already, I don't really care about spell/item/character/place names that much. D&D and MtG are two noteworthy exceptions: some of the characters have the occasional spell/artefact named after them, which begin to hint at something more interesting and involved. For example, the brothers' war in MtG is only hinted at across many different cards, and you can slowly build a picture of the history through snippets from individual cards.

The legendary style isn't actually a big step from the straight to the point style: simply presume a number of major history events/characters exist, and add a twist to the straight to the point name to provide a reference to that history. Again, this could be generated fairly easily. For example, keep a small database of magical "inventors", including the time (years) they were around and the areas they were interested in (cold,fire,levitation,etc). Then, for each spell, look for the most recent or relevant inventor for its components. "Ursa" interested in "fire" components? "arrow projectile" + "fire" = "Ursa's Flaming Arrow"! It would be easy to add pre and post fixes to the spell names to add a little flavour (e.g. "Ursa's Flaming Arrow of Doom/Death/Halitosis").

The poetic style requires each spell to have a creative process, including knowledge of the game world's history, races, characters, settings, etc... too much work IMHO, particularly if you're hoping to have a lot of spells.

- my 2p. [smile]
Xeile
Xeile
I think it really depends on the targetted audience. If it is a high paced game meant for 12 - 25 years olds (just an example range), straight to the point naming convention might be the most appropiate.

If it is a very complex game with lots of background stuff, poëtic or legendary naming conventions will definitly add the most to the atmosphere.

You could of course use an alternative naming convention, example:

Horn of Prosperity (Legendary convention)
Create: Food (Straight to the point)

Not a very good example, but ask yourself, why should always be a 'one-liner' naming a spell?

Regards,

Xeile

Kylotan
Kylotan
There's also the idea of referring to them by their component parts, which may have functional names or somehow embellished names.

Four Crystals Of Trazere: spellcasting system

This works best with a create-your-own-spell system, though the Ultima spellcasting system was similar, I believe.
ajones
ajones
Quote:
Original post by Kylotan
There's also the idea of referring to them by their component parts, which may have functional names or somehow embellished names.

Four Crystals Of Trazere: spellcasting system

This works best with a create-your-own-spell system, though the Ultima spellcasting system was similar, I believe.


OMG! I used to play that game when I was a kid! Awesome!
KidAero
KidAero
Septerra Core uses cards to bring about spells. Although the cards are Earth, Water, Fire, Air, Poison, Gravity, etc...The names of the attacks when 2-3 cards are combined are more complicated. Usually naming the god or spirit coming to aid the caster.
Anon Mike
Anon Mike
I generally prefer the straight-to-the-point style with the legendary style sprinkled here and there for flavor on especially powerful and/or uncommon spells. It keeps most things easy but with enough variation not to get to boring.

Just don't make have to cast "Fireball 3".
-Mike
drowner
drowner
Quote:
Original post by CipherCraft
Try this spell name generator. [wink]

hth,
CipherCraft


hehe, that's neat.

I wonder what: Goblet of Doomed Doom does... ;)

------------------------------------------------------------// TODO: Insert clever comment here.
Qitsune
Qitsune
I think straight with a bit of flavor is the best way. I'm an avid Exalted player but some of the names are just WAY too out there. Is Iron Kettle Body before or after Durabilty of Oak Meditation on the resistance charm tree?

I think you can have fun names that mean something "Whirlwind armor-donning Prana" unsurprisingly lets you put your armor on fast. And when you say :"I cast Whirlwind armor-donning Prana" none of the other players stare at you blankly. The same cannot be said of "Wild revelry approach" or "Hammer on Iron technique." which happens to be a martial art charm.

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