Gyromancy
Gyromancy is a discipline conceived by followers of Core Demon Volvera. It is a niche but powerful form of spellcasting that involves spinning around in or moving around the edge of circles, sometimes both. A special circle, drawn using magical ink similar to (but not typically interchangeable with) that of Fuégan spellcasters, channels magic into the gyromancer, who deliberately "works" the magic in such a way as to "throw" the spell. The magic spins them unnaturally fast as they cast the spells. Vertigo is essential to this process - those that cannot become dizzy for whatever reason are unsuited to learning gyromancy, although it is possible for more powerful spellcasters to bypass this requirement. It is necessary for the caster (typically referred to as a "spellthrower" or just "thrower") to spin until they lose consciousness as a combination of dizziness and the magic itself. Upon reaching syncope, the spell is executed.
A simple analogy often used for gyromantic spellcasting is that of pottery, specifically the throwing of pots. In this analogy, the circle is the potter's wheel, the magic is the clay, the spellcaster is the potter and the pot the spell. Indeed, this analogy is so common that the term for throwing a pot is the same as that of casting a spell within several cultures where gyromancy is the dominant form of spellcasting, and gyromancers almost universally prefer the term "throw" to "cast", should the word be different in the first place. An important distinction from the act of throwing a pot is that the magic involved in gyromancy causes the gyromancer to spin faster as the process goes on, thus there is no real distinction between the magic and the kinetic energy that causes the spinning.
Gyromantic spells are separated into those that determine states of reality and those that shape them. They can almost always be performed in reverse by spinning in the other direction. For example, a spell that detects the location of an object in the future when the caster spins clockwise can instead predict its past location when they spin counter-clockwise.
The further from the present a gyromantic spell is executed, the more difficult it is to cast, and the more of an effect the spell has on the past or future, the greater the drain it has on the caster. Indeed, a spell that changes the past or future in more than tiny ways will often utterly destroy the caster before it is executed, causing them to fly apart as they spin faster and faster.
In battle, gyromancers will often weaponise the actual spellcasting, wielding bladed weapons (typically a pair of handaxes or meqleHmey) as they cast. This, combined with the raw power of the magic they perform, makes these wizards terrifying combatants, though the ensuing dizziness is a noteworthy drawback.