In some stories, you can be targeted by a curse provided the caster knows some things about you, one of which might be your real name. Death Note is a good, recent example of this. You can protect yourself against some class of evil spell by telling everyone a different, public name. Is there any mechanism or curse in 5th Edition for which you are better served by keeping your true name secret?
[RPG] ny advantage to protecting your true name
dnd-5e
Related Solutions
There's a simpler way to do this.
What you need is a template in a hexagonal pattern surrounding a central hex. Adapt the scale/size of the hexes to suit the spell, and all you need is two die rolls: 1d20 and 1d6.
The mechanics of your meta magic...
... would look something like this:
Spend the meta magic points.
Succeed or fail on a DC check to hit the center(C). DC set by DM, and I strongly suggest adding a difficulty point for every multiple of the spell's range.
Example: fireball. Within range (150') there's no problem. DC 10 at twice range(300'/100 yards), DC 11 at three times range, DC 16 at eight times range (1200 feet, 400 yards). Or, if that's too easy, set the DC at 15 for twice the range and add one for each multiple ... test this out in play1 to see what you want your base DC to be. (How awesome do you want this meta magic to be? At 5 points, it needs to be pretty stout).
If the roll versus DC is successful, hex C has full (normal) effects and all six adjacent hexes had advantage on the saving throw.
But if the DC isn't made, you roll d6 to plot the "fall of shot."
The square it lands on has normal effects.
The two adjacent hexes, advantage on saves
The other three hexes, no effect.
Example: I roll a 4. Full effects in hex 4, advantage save in hexes C, 3 and 5 , no effect in hexes 1, 2, and 6.
This is borrowed from a Napoleonics game I played in the 1970's where we used a d6 template for mortar and howitzer fire, as well as a small unit game we played on sand tables for mortar fire, WW II era. It will work in ToTM games if you don't have a grid(per your comment under the question).
Adjustments to fit your situation in game ...
Alternatively, move the "C" to the number rolled on the d6 when the DC is missed, and all numbered hexes have advantage on the saving throw. That's more like the mortar fire models from our tactical games, but the base answer tried to capture your desired penalty for inaccuracy.
This answer is a challenge to the frame of the question based on a point made by T.J.L regarding how overly complicated the proposed metamagic is for this edition. (I agree with that general point).
D&D experience with "fall of shot"
We also used this kind of template for some "fall of shot" for catapults in the 1970's, on a sand table, when we were testing out the OD&D Swords and Spells supplement and various adaptations of that for small, medium, and large combats. The best use case was in siege warfare, from my recollection of our attempts to get it right. (Yes, we used that template because we'd used it in the above mentioned games). It worked well for our purposes, but was not specifically used for spell augmentation. We didn't use "DC" for a hit; we rolled 2d6 for hits and misses, modifications by range for pluses or minuses, and then a 1d6 rolled for "fall of shot" if the catapult was loaded with, basically, a big pile of rocks. (Poor man's grape shot, as it were). DC's weren't a "thing" at that point.
(Look, we didn't have MTV, so we'd spend hours doing stuff like this. It was fun ...)
1 I can't emphasize enough the need to play test this home brew rather than using theory crafting to try and get the DCs right. We learned from our Swords and Spells variations to run some mock combats on the sand table to see how it would play out before all agreeing on a rule.
Raise Dead, Revivify, and Resurrection all qualify. True Resurrection may or may not.
I interpret the Warrior of the Gods (hereafter WoG) description as referring explicitly to the resurrection portion of the spell, and not necessarily the fact that the spell does additional things. I interpret WoG this way since Raise Dead is used as the example. Raise Dead has additional effects, but we can reason that it does qualify for the cost exemption since it's included as the example. Therefore, those additional effects must not matter to WoG, so the only thing left that must matter is the resurrection itself.
Clone does additional things, too (creating the body, in this case), but that is not what disqualifies it. Clone doesn't qualify for the cost exemption since it transfers the creature's soul into a new body, rather than actually resurrecting it. This is backed up by the answer to the question you linked in your comment.
This leaves us with 4 spells upon which we can focus: Revivify, Reincarnate, Resurrection, and True Resurrection.
Nota Bene: There is also one more spell that is capable of returning a creature to life: Wish. If we were concerned about material costs for Wish (which we aren't), we would treat Wish similarly to how I describe True Resurrection below. Whether or not this spell would qualify for a cost exemption would rely solely on the contents of the wish in question, and not the description of the spell, per my interpretation above. However, this ultimately doesn't matter, since Wish does not require material components to cast.
That said, let us examine the 4 remaining spells in our list:
Revivify
Revivify's description reads:
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
This is straightforward enough that we can soundly reason that this spell qualifies for the exemption.
Reincarnate
This spell comes with strings attached (emphasis mine):
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit...
This spell reads similarly enough to Clone that we can consider this spell to not qualify for the exemption. We are forming a new body here, as we did with Clone.
Resurrection
The Resurrection spell reads similarly to Raise Dead:
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears....
If we can reason from the WoG description that Raise Dead works as written, we can also reason that Resurrection should qualify. The important difference between the spells is the effective timeframe.
True Resurrection
True Resurrection blurs the line between Clone and Raise Dead (emphasis mine):
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
By my aforementioned interpretation of WoG, this spell will qualify for the exemption only if it is not used to create a new body. If the spell is used to create a new body, we are now in Clone territory, and thus no longer qualify for the cost exemption.
Conclusion
In summation, we can comfortably say that Raise Dead, Revivify, and Resurrection all soundly qualify for the cost exemption offered by WoG. True Resurrection may or may not qualify, depending on how the spell is used.
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Best Answer
There are several spells which involve knowing the name of a person such as Legend Lore and Locate Creature, but for both of these descriptions of the person work just as well. The only 3 spells that I found involving a requirement to know the name of a creature are these:
Gate — “When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's vicinity and draws the creature through it” (PHB p. 245).
Planar Ally — “If you know a specific creature's name, you can speak that name when you cast this spell to request that creature [to be sent to your aid by a being of cosmic power]” (PHB p. 266).
True Resurrection — “The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name” (PHB p. 285).
However, the only one of these spells that specifically denotes that pseudonyms, titles, or nicknames do not work is gate.
In conclusion — The only spell in the PHB which requires someone's true name is Gate. Whether or not the risk of someone (on a different plane from you) using Gate to summon you qualifies as incentive enough to conceal your true name is up to you. However, this is just what is in the handbooks, your DM is always free to add something involving true names into their campaign and if you like the idea maybe you suggest it to them!