One of the things I've noticed is that a lot of video games with costly downsides or harsh results for failure tend to cause players to create a pool of items, skills, or techniques solely as a rainy day fund. That is stuff that is so expensive or rare that you won't bring it out in serious fights out of fear of losing it or being unable to soak the repair cost.
That said, most players still usually theorycraft what they can do with this stockpile, and test it out in very controlled environments. Heck, some players might actually tap into these stockpiles decently often either believing they can recoup the losses or out of sheer spite (one of the recent dungeon runs I did in Mabinogi put our party collectively at around 1 million in the red once we subtracted expenses from the loot earned).
That's what I think is happening here. Nacht came up with this idea to use a bunch of magical items to chain-cast a bunch of intermediate magic spells all simultaneously in this specific way ages ago. She probably figured she'd use it as part of some really important fight, and thus spent a whole lot of time coming up with a really chunni presentation and series of names for the whole thing because obviously, that would be a big part of how it would inevitably be used.
Only that wasn't how these spells are being used. Maybe it's part of the activation requirements she set up previously, or maybe it's just habit. Either way, Nacht doesn't care about the presentation right now, the fancy names, or her traditional banter. It's just there this time because she really only cares about one thing right now: ending that dragon's life in the slowest and most painful way possible while making him blatantly aware the entire time. The words don't matter, so long as the dragon understands he's dead.