Spell Routine

A Spell Routine, or more commonly just called a Routine, is the main way of casting for a **Yoyomancer**, allowing them to harness their **Sling**.

* **Start of the throw:** The stance, style of throw, and strength of throw are all set up in this step for the next one.
* **Middle of the Routine:** The main segment of a Routine, this includes the main tricks preformed to influence and decide the result.
* **During the return:** Fairly simple, the cleaner it is executed, the better the result. If the Yoyo stops spinning before the end of the Routine, it could fail or even backfire depending on the complexity.

## Things to consider

### **Complexity**

Complexity is the main concern a Yoyomancer should have when doing a Routine. When doing tricks for the Routine, the complexity of it will build up and as it increases, so does the chance and intensity of the Routine backfiring when the rotation stops. As an example, if a Routine contains only 4 tricks, it will be easier to complete, but also less dangerous than if a Routine were to contain 18 tricks.

### **Durability**

Taking care of one's Yoyo is important so it does not break during a Routine. Regular maintenance should be done manually or sometimes even professionally if there are signs of heavy wear.

The string should be replaced regularly since it will quickly wear down, while a bearing does not neat as frequent replacing, it does still need cleaning and lubricating often. Just in case, it is always advised to have plenty of spare string and a few bearings on hand.

The main body should often be checked for damage like chips, cracks or scratches since this can throw off the balance of the yoyo, causing disruption in both the spin duration and sometimes even the complexity. If left unchecked and it breaks in the middle of a Routine, it will backfire disastrously.

### **Spin duration**

Decided by a combination of the bearing, the weight of the Yoyo, the strength of the throw and the friction of the string, it is always ideal to get as long of a spin duration as possible to be able to get enough tricks into the Routine.

## Routine

### **Start**

The start of the Routine, or more commonly known as the throw, can vary quite a bit and sets up different tricks, but they can be broken down into a few categories:

* **Downward throw**: The most basic throw where the yoyo is dropped downwards.
* **Forward throw**: Similar to the downward throw, except in this case the user throws the yoyo in an underhand motion forwards.
* **Sideways throw**: Achieved by throwing the yoyo horizontally, usually caught onto the string.
* **Finger throw**: A throw that is done diagonally to give the yoyo enough angle to land it sideways on top of the user's finger.

### **Middle**

The main part of the Routine where tricks are done.

Different tricks have different effects, and when multiple effects are changed one after another the complexity goes up.

Some routines can either take effect during the middle of the Routine, or even only work during the middle of one.

### **Return**

Successfully returning the yoyo starts the spell, casting the preformed tricks.

To successfully return a yoyo it is either done by simply tugging onto the string (responsive), or preforming a bind, which pinches the string to cause it to wrap around the bearing and back to the user.