Spin Levels
The complete Scale of Values for spins with Grades of Execution for each Level can be found in ISU Communication 1494.

Level, Feature, Variation and Bullet


Level:
Every Spin, Spiral and Step Sequence will have a number from 0 to 4 following the call that indicates its Level. A higher Level element receives a higher base score as indicated in the Scale of Values table. Jumps do not have Levels.

Feature: A feature is a particular aspect of a Spin, Spiral or Step Sequence that, if performed correctly, may count towards raising its Level. A list of accepted features appears in ISU Communication 1557

Variation: Applies to Spins and Spiral Sequences and indicates a quality that may or may not raise the Level of an element. Only Difficult Variations have the ability to raise the Level. Variations do not change the call of the basic position.

Bullet: A bullet is a qualitative aspect of the element that may raise its Grade of Execution. (ISU Communication 1557)

Spin Variations
A simple variation of position
'is a movement of a body part, leg, arm, hand or head which enhances but does not change the basic position of the main body core. A simple variation does not increase the Level. '

A difficult variation
'is a movement of a body part, leg, arm, hand or head which requires more physical strength or flexibility and that has an affect on the balance of the main body core. Only these variations can increase the Level.'

Clarifications of ISU rules including definitions of spins with nicknames can be found in the ISU Technical Panel Handbook- Singles Skating, on the ISU website. It is difficult to find. Click on Singles & Pairs/Ice Dance- scroll down and click on ISU Judging System, click on Single and Pair Skating, click on Technical Panel-Single Skating

Nicknames
Variations of basic spin positions are usually identified by nicknames like donut, Biellmann and so on, but that doesn’t make them new categories of spins. There are only 3 basic spin positions- sit, camel and upright.
  
Upright (USp)- Biellmann, ‘Similar’ to Biellmann, Catch, A-Frame, Haircutter, Thompson
  
Sit (SSp)- Pancake, Cannon, Layover, Broken Leg
  
Camel (CSp)- Donut, Layover, ‘Similar’ to Biellmann
There are no special letters for nicknames; only the basic position that they are a variation of, have letters. (i.e. a Donut spin is identified as a
CSp (camel spin)

Spin Levels
For a complete description of requirements to receive higher Levels consult ISU Communication 1557.

2 of the following Features for Level 2, 3 for Level 3, 4 for Level 4
1) Difficult Variation in basic or, in CoSp or CCoSp in Intermediate position.
2) Another Difficult Variation in a basic position which must be:
     * spins in 1 position without change of foot & Flying spins- different than the 1st
     * all other spins – on different foot and/or different position than the 1st
3) Difficult change of foot
4) Backward entrance/difficult variation of flying entrance/Landing on the same foot as take-off or
    changing feet on landing in FSSp
5) Clear change of edge in the same basic position. (counts 1x / spin)
6) All 3 basic positions (spins with change of foot- on each foot)
7) Both directions
8) At least 8 revs. without changes in position or variation, foot or edge (CSp, SSp, LSp or difficult
    USp), counts twice if repeated on another foot

Additional features for Layback Spin
9) 1 change of position: B-side, 3+ rev/pos (counts in CoSp)
10) Biellmann after LSp

Additional features that may raise the Level

For more information see the
ISU Technical Panel Handbook- Singles Skating

Increase of Speed: For camel, sit and layback positions, once the position has been established a clear increasing of speed will be considered as a difficult variation.

Crossfoot Spin: must be executed on both feet with the weight equally divided on both feet. Considered a DV of an Upright spin.

Jump Within a Spin: In any spin a clear jump within a spin started and landed on the same foot (at least 2 revs before and after). Must be done from a basic position to a basic position.

Windmill (Illusion): DV of an Upright. Must be done at least 3 times in a row.