Use these rules to augment any tabletop RPG / storytelling type game (e.g. Dungeons & Drapers).
I. Spells are woven by weaving words into formal verse. Every spell must describe an effect and name a target. Every particular combination of words only works once, ever. More complex spells require more elaborate verse forms.
CANTRIPS. Rhyming couplet, with any syllable count.
ARS ELEMENTA. Heroic couplet.
MINOR CONJURATIONS. Limerick.
BEWITCHMENTS & ENCHANTMENTS. Heroic stanza.
DIVINATIONS. Couplet in trochaic octameter or hexameter.
HEALING. Rhyming triplet.
BLIGHTS & HEXES. English sonnet.
BLESSINGS & BUFFS. Italian sonnet.
WEATHERWORKING. Quatrain in dactylic hexameter.
DEMONOLOGY. Rhymed acrostic, naming the spirit.
SUBSTITUTIARY LOCOMOTION. Ottava rima.
TRANSMUTATIONS & TRANSFIGURATIONS. Fourteener triplet.
MALEFICIENT MINSTRELRY. Fornyrðislag.
MAJOR CONJURATIONS. Villanelle.
II. Spells that will cohere well with your wishes are:
A spell whose sound is an echo to its sense.
For the short spells, neat and polished.
For the long, mellifluous and fleet.
A spell that is skilfully sung or accompanied on an instrument.
III. How to cast a spell that fails to kindle, or twitches then dwindles, or blazes then mutates, or bewitches an ally, or spills into the world filled with glitches:
By using rhythms that stray from the metre without good reason.
By using rhymes that twist one word to the shape of another without good reason.
IV. It's said that minstrels of distant isles employ a different art, called by some “the Open Field.”