Everyone knows that if you're looking for somewhere haunted, there's no better place around Forks than the old Frazier house. Some kid axe murdered his parents there and then broke his neck trying to run from the cops. It's been abandoned ever since.
"I think I skipped the step where I thought it'd be fun to pet wild animals as a ghost. Like, if the fur doesn't bend under your hand that's going to feel like nothing in the best case and a cactus in the worst."
J: It does feel better than either nothing or a cactus, at least. Or, a cactus to somebody alive. I haven't felt a cactus since I died.
Shrug. "I lived in Arizona most of my life. Sometimes you encounter a cactus. I've got scars."
...oh, well, that was easier than he thought it might be. "Thanks," he says, and he sits down at the desk to have at.
Chapter 3, Actions, is another relatively dry glossary chapter. This time of the things one does to complete a spell, naturally, instead of the ingredients one uses. The same capitalization scheme applies. Also: hands are really important for spellcasting! Take care of yours. You can probably write your own spells which don't specifically need hands if you have to, but actions need to be performed as described. Here are the page numbers of spells for if you expect to have trouble with that (increasing manual dexterity, hand-specific healing, etc).
Most of the actions themselves are pretty straightforward. They flip back and forth between entries that are completely mundane and ones that are clearly terms of art that the author defines rigorously. Many of the latter are in French; the author might be dipping into ballet terminology at times.
A handful of the mundane definitions have odd specifications to them; apparently using lighters to set fires directly is unacceptable. Matches work, and so do more primitive methods. If really all you have is a lighter, you can light some other source, preferably bigger than the one you're going to be using for the spell, enjoy it on its own merits for a while, say the spell on this page number, and transfer it over.
There are instructions on what to do if things go wrong in various ways. If the wick in a time-sensitive spell won't light, just keep trying; timings are often somewhat lenient if you're already taking the relevant actions. (If it's not time-sensitive, just keep trying anyways, obviously.) But really you should be testing copies of your materials beforehand and leaving yourself as much time as you can. If you mess up a bit of hand choreography, you can make this sharp gesture and start over from the beginning of the move. If you spill a capitalized particulate ingredient on a table, you can scoop it up again if the table is clean; if you spill it on the ground, replace it or give up on the spell entirely (unless the ingredient is Dirt).
There are not descriptions of what exactly goes wrong if you fail to follow the instructions.
"Would that I had ever been a Boy Scout," Cam remarks, on the page about the fires. Is it safe to practice individual hand motions in isolation?
The book doesn't explicitly say so but some of them are so basic (making a chopping motion, placing a hand on your chest) that at least those ones must be.
Cam dug a plastic spinner out of a copy of the Game of Life that he found in his dad's garage. Charlie says he couldn't give it to Goodwill because it's got a huge rip in the board. So the spinner won't be missed at all. It goes from 1-10, but the spinner can rest on the left or right of the tickmarks that bound each number, or float between them, which is potentially a lot of granularity. "First of all, can you turn this. If you're watching at all, which I guess I don't know."
He pulls out a sheet of paper:
1 left: yes
1 center: maybe/it's complicated/rephrase that question
1 right: no
2 left: spelling to follow
And then there's a scheme for matching letters to parts of the spinner.
The spinner floats back and forth a few times, with the needle in the right half of the 1 cell.