A Spell is a magical process that allows a Caster to alter the world. The Caster formulates a desire to achieve a result, useing some combination of spoken words, materials, and hand gestures. The desired result then occurs.
For example, consider the "Veil" Spell. The Caster desires one thing to look like another -- a dwagon may look like a doombatErf-b1-p115, a blimpErf-b1-p081, a parade balloonErf-b1-p089, or a treeErf-b1-p144. The Caster then speaks a word "Crypsis"Erf-b1-p114. The target then appears to look like another thing.
Spells belong to different Disciplines. For instance, a spell that involves electricity would belong to the Shockmancy Discipline. A spell that involves the mind would belong to Thinkamancy. There are 24 Disciplines, and each Discipline has a limited number of spells.
Physical movements are often not necessary, except where the spell is a projected ray, or where a material component is necessary. In this case of a ray, the effect typically projects from an index finger pointed at the desired target.Erf-b1-p069 , For a material component, the act involves drawing the material from wherever it is stored appears necessary, and directing the material component toward the target may also be required.Erf-b1-p038
Material components have rarely appeared in the comic. Some spells manipulate matter (often from the Classes that use the Matter Element), which must be present because it is the target of the spell. These materials are not consumed in the casting of the spell. (Ie. A Crap Golem is made out of crap, which Sizemore obtains from the cesspit.Erf-b1-p053) Wanda Firebaugh casts a Thinkamancy spell on the Hobgobwin knight that utilizes both material and motive components (in the form of tossing a handful of sand into the knight's face): this spell also has no verbal component.Erf-b1-p038