What's in a (spell) name?

So, I've decided on a new project: revamping the B/X spell lists to improve or replace seldom-chosen or un-useful spells and spells that are problematic for social/intrigue-style campaigning or world-building generally, add a few spells to fill gaps, and offer some alternatives for campaigns with less of an emphasis on combat (or at least on combat magic-users.) As I've been sifting through the lists and pondering changes, I've noticed some odd things about spell naming conventions.

As one might expect from compilations of spells created by various authors at various points in time, there's no real unifying principle behind it. We have spells with wonderfully evocative names like Knock and Haste, which don't tell you what the spell does in so many words, but for which the association is easy to remember once you do know. We have blandly prosaic names like Wall of Fire, Water Breathing, and Remove Curse - exactly what it says on the tin, as it were. We have weirdly specific names that shoehorn in some game-mechanical parameters, e.g. Silence 15' Radius and Invisibility 10' Radius, which sounds weirdly technical in an anachronistic way to me. We have stuff like ESP, which feels completely incongruous in a quasi-medieval fantasy setting. (Would they even use a technical term like "extrasensory perception," let alone an acronym for it?) Finally, we have occasional oddballs like Massmorph, which sound kind of cool while telling you literally nothing about what the spell does. (It disguises a small army as a forest, in case you wondered.)

Personally, I have a moderate preference for the evocative, and a strong preference for spell names that don't break the fourth wall too blatantly. Whether that's something colorful like Knock or prosaic like Wall of Fire, it ought not be immersion-breaking. It should sound like something people within the fiction might plausibly say. That means I'd prefer to do away with the anachronistic, the technical, the pseudo-scientific-sounding, and the direct references to in-game parameters. 

So, the questions I've been building up to are these: If I were to write a supplement, in which I rename well-known B/X spells, would it bother you or in some way rub you the wrong way? Would it alter the feel of the game in ways you'd find unpleasant? If, say, I renamed Cure Light Wounds to something like Minor Healing, Silence 15' Radius to Blessed Silence, and ESP to Mind Reading, would that strike you as good, bad, or indifferent? 

Comments

  1. If you're revamping the spell list anyway, I don't see why it would be a problem to rename some spells along the way, especially if the new name is clear about what the spell does and/or appropriate for the setting. If you wanted to be extra careful, you could include a note about the "old" or "traditional" name to help long-time players orient themselves.

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    1. Thanks; I appreciate your feedback. Notes on original names would be an easy way to prevent confusion for almost no extra effort.

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