The Zenyki Incantation

The Zenyki Incanatation was discovered by the Sedera. It is the most widely used for offensive spellcasting because of the forces of Fire and Lightning it harnesses into devastating attacks.

Effect

The Zenyki Incantation is to control the forces of fire and electricity and bend it to the Arcanist's will. During the initial training and teachings of the Incantation, the Evoker will only be able to produce a single flame in their hand, generate a spark of electricity that could punish those who touch the Evoker's hand, or the Evoker can dismiss or light a torch or campfire, some accounts of beginner Evokers have been able to send a think streak of fire or lightning at a distant target. But as the Arcanist progresses in power with the Zenyki Incantation, they will be able to release a torrent of fire and lightning.   Another common use for the Zenyki Incantation is ability to manipulate the wind, being able to allow the Evoker to push things away with a gust of wind, or even push themselves further with the use of the air around.

Side/Secondary Effects

Some common secondary effect of the Incantation are: hair standing on end, internal heating beyond normal measures, sparks of flame or electricity drifting from the Evoker's eyes, accidental static discharge upon skin contact with the Evoker.

Manifestation

Once the proper hand gesture has been formed, and if material required are present, then a sigil of a lightning bolt wreathed in flames will appear above the Evoker's hand(s). If the Evoker is concentrating on the Zenyki Incantation, the sigil will hover in the Evoker's hand.   Side Note
While concentration is maintained on the Zenyki Incantation, the sigil may orbit around the Arcanist if they wish. This still keeps the effect of the Incantation active, but allows the Arcanist to use another Incantation as long as the Incantation being used doesn't have concentration as well.

Source

The Zenyki Incantation draws its fiery and electrical power from the Weave of Maelstrom or Maelstrom-Weave as it's been called. This particular weave is drawn for its elemental power it possesses, being able to summon two of the most dangerous natural elements: Fire and Lightning; while still harboring the protection of stone for the Incantation, Sula.
A single lightning bolt contained by a circle with flames.
The Zenyki Incantation Symbol by LordGalakrond
Gestures & Ritual
The gestures for the Zenyki Incantation is very similar to The Kirotera Incantation. The Arcanist will, instead of placing a finger to their forehead, snap and open their hands open wide. This will then invoke the Incantation and the Arcanist can use the spell.   Only the Sedera have been known to be able to cast the Incantation without the use of their hands. Instead, using the trails that stem from their nape.
Related Discipline
Sedera
Related School
Weave of Maelstrom
Related Element
Fire, Lightning, Air
Effect Casting Time
Instantateous
Range
120 feet
Level
Basic Practioneer-Expert
Zenyki Incantation Traits
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    • Fluctuate Air:
      For 2 Stamina, you can manipulate the breeze around you to do one of the following:
      One medium or smaller creature you choose within 30 feet of you must succeed on a Strength + Brawn check or they are pushed 5 feet away from you.
      You create a small blast of air capable of moving one object that is neither held nor carried and that weight no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
      You create a harmless sensory affect using air, such as causing leave to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
    •  
    • Fluctuate The Maelstrom:
      For 2 Stamina, you can produce a flickering flame or crackling electricity in your hand that sheds bright light out of 20 feet and an additional 10 feet of dim light for 10 minutes.   Additionally, you can hurl this energy at a creature, although it ends the spell. Make a ranged Incantation Strike. On a hit, the target takes 1d10 fire or lightning damage (your choice).   As you increase in rank with this Incantation, Fluctuate The Maelstrom's damage increases by 1d10. When you reach Third rank in the Zenyki Incantation, you can inflict a creature with the Burned (2d8) or Jolted (2d8) debuff.
     
  • ●●○○○
    • Flame Walk:
      Requires: Concentration, up to 1 minute.   Once per turn without expending Stamina and 1 Weave of Magic, the Maelstrom-Weave covers your feet, granting you explosive speed. For the duration of 1 minute, your speed increases by 20 feet and moving doesn't provoke Contingency Strikes. When you move within 5 feet of a creature or object not being worn or carried, it takes 1d6 fire damage and is Burned (1d12) from your trail of heat.   As you futher progress in rank, Flame Walk increases your speed by 5 feet and deals an additional 1d6 fire damage.
    •  
    • Maelstrom Ball:
      Requires: 1 Weave Surge Check; Sulfur and a bit of fleece   By expending 2 Stamina and 1 Weave of Magic, you can discharge a 20 foot sphere of fire and lightning within 120 feet. Each creature within the radius make a Dexterity + Arcane check against your Incantation DC. On a failure, each target takes 4d6 fire damage and 4d6 lightning damage. The fire and lightning spreads around corners. It ignites flamable objects in the area that aren't being worn or carried and any Goh'work in the area cease to work   As you further progress in rank, Energy Ball's fire and lightning damage increases by 1d6.
    •  
    • Shocking Blast:
      For 2 Stamina and 1 Weave of Magic, you create three bolts of lightning and hurl them at targets within 120 feet. You can Strike one target or several but you must make a ranged Incantation Strike for each ray. On a hit, the target takes 2d8 lightning damage and is Jolted (2d8).
      As you further progress in rank, Shocking Blast creates an additional ray.
    •  
    • Voltaic Streak:
      Requires: a bit of fleece and a palm sized piece of amber, crystal, or glass.   For 2 Stamina and 1 Weave of Magic, a line of static 100 feet long and 5 feet wide blasts out in a direction you choose. Each creature in the effect must make a Dexterity + Arcane check against your Incantation DC. On a failure, creatures takes 8d6 lightning damage, or half as much damage on a success.   The lightning stops any technology touchecd in the area for 1 minute.   As you further progress in rank, Voltaic Streak's damage increases by 1d6.
     
  • ●●●○○
    • Meteor Orbit:
      Requires: 1 Weave Surge Check; Concentration, up to 10 minutes; sulfur, pine tar, and ash formed into a bead   Upon exending 2 Stamina and 2 Weave of Magic, you create 6 orbs of pure Weave energy from the Maelstrom in your space. They orbit you for 10 minutes or until you lose concentration. When you cast the spell -- and once per turn without expending Stamina thereafter -- you can expend one or two orbs, sending them toward a point or points you choose within 120 feet of you. Each creature within 5 feet of the point where the energy explodes must make a Dexterity + Arcane check against your Incantation DC. On a failure, creatures takes 3d8 fire damage.   As you further progress in rank, Meteor Orbit gains an additional two meteors.
    •  
    • Static Sphere:
      Requires: 1 Weave Surge Check; Concentration, up to 1 minute.   By expending 2 Stamina and 2 Weave of Magic, a 20 foot radius sphere of whirling air springs into existence centered on a point you choose within a 150 foot range you can see. The sphere remains there for 1 minute. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength + Endurance or take 2d8 Lightning damage. The sphere's space is Rough Terrain for all forms of movement except Underground.   Until the feature ends and on each of your turns without expending Stamina, you charge a lightning to leap from the center of the sphere toward one creature within 60 feet of the center. Make a Incantation Strike. You gain a bonus to your Strike equal to your Zenyki Incantation rank for a creature inside. On a hit, the target takes 4d8 lightning damage.   Creatures either inside the sphere or within 30 feet of it have a penalty to their Awareness pool equal to your Zenyki Incantation rank.   As you progress in rank, Static Sphere's damage for each effect increases by 1d8.
    •  
    • Storm Strike:
      Rquires: 1 Weave Surge Check; Concentration, up to 10 minutes.   For 2 Stamina and 2 Weave of Magic, you conjure a storm in the shape of a cylinder that is 10 feet tall with a 60 foot radius. The spell fails if you can't see a point in the air where the storm cloud could appear (For example, if you are in a room that can't accommodate the cloud).   When you use this feature, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must roll a Dexterity + Arcane check against your Incantation DC. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until this feature ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors and under stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.   As you progress in rank, Storm Strike's damage increases by 1d10.
     
  • ●●●●○
    • Wrath of The Maelstrom-Weave:
      For 2 Stamina and 2 Weave of Magic, you create sheets of roaring flame in a location you choose within 150 feet. The area of the storm consists of ten 10 foot cubes, which you can arrange as you wish. But each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity + Arcane check against your Incantation DC. On a failure, it takes 7d10 fire damage, or half as much damage on a successful one.   The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
     
  • ●●●●●
    • Lightning Swarm:
      Requires: 1 Weave Surge Check per orb of electricity   By exending 3 Stamina and 3 Weave of Magic, you thread crackling knots of electricity to plummet to the ground at four different points you can see within 1 mile of you. Each creature in a 40 foot radius sphere centered on each point you choose must make a Endurance + Arcane against your Incantation DC. The electricity spreads around corners. A creature takes 6d20 lightning damage on a failure, or half as much on a success.   The land after the spheres strikes becomes Rough Terrain for 10 minutes as static electricity courses through the ground. It deals an additional 5d8 lightning damage to creatures that end their turn in it, Jolting (1d20) them.
     


Cover image: by LordGalakrond