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The Spellbook

THE DISCMANCER

Every hero's grimoire opens with the small magics. These are the spells Trillium has already bound to her will, the groundwork the great flying arts will one day be built upon. Her paws stay on the earth until her bones are ready. The sky comes later, and when it does, it will mean something.

Bound Spells

EARTHRUNNER
the first spell every pup learns
Level 1 of 3
Move
Roller (disc rolled along the ground)
Cue
your low roller throw
School
Ground
Safety
Paws on ground
PACTBITE
the oath between hero and handler
Level 1 of 3
Move
Take (grabs the disc from your hand)
Cue
"take"
School
Bond
Safety
Paws on ground
STRIDE PACT
the pact, sworn on the move
Level 2 of 3
Move
Moving take (grabs from your hand mid-trot)
Cue
"take" while you jog
School
Bond
Safety
No impact
THE THRESHOLD
she slips through the gate
Level 2 of 3
Move
Nutmeg (passes between your legs)
Cue
"nutmeg"
School
Footwork
Safety
Paws on ground
SUNWISE SPIRAL
turning with the sun
Level 2 of 3
Move
Spin, clockwise
Cue
"spin"
School
Footwork
Safety
Paws on ground
WIDDERSHINS
turning against it
Level 2 of 3
Move
Twist, counter-clockwise
Cue
"twist"
School
Footwork
Safety
Paws on ground
SKYTOUCH
her first taste of the air
Level 3 of 3
Move
Low catch (caught in the air, no jump)
Cue
a low, flat toss
School
Air
Safety
Low throws only, no leaping
HOMEWARD
the relic always returns
Level 1 of 3
Move
Fetch (brings the disc back)
Cue
natural retrieve
School
Bond
Safety
Paws on ground
OPEN PAW
the hero learns to let go
Level 2 of 3
Move
Drop (releases the disc)
Cue
"drop" / "out" (in training)
School
Will
Safety
Leveling up
THE TETHER
the bond you can switch on and off
Level 2 of 3
Move
Tug, on cue
Cue
"take it" on, "drop" off
School
Will
Safety
Paws on ground

Sealed Spells

Locked until her growth plates close. When the Seal breaks, the great flying arts unbind, one by one.

TRUE FLIGHT
the full leaping catch
SEALED
the spectacular airborne grab the whole saga builds toward
OVERLEAP
the vault
SEALED
launching off your body for the disc
SKYDANCER
the flip
SEALED
a mid-air twist and catch
FARCAST
the long throw
SEALED
running down a disc thrown far downfield