The Zenyki Incantation Spell in Zepharog | World Anvil

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, he/she 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:
      As an action, you can control the wind 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 saving throw 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:
      As an action, 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 spell attack. 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.
     
  • ●●○○○
    • Flame Walk:
      Requires: Concentration, up to 1 minute.   As a bonus action, the billowing flames from 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 opportunity attack. When you move within 5 feet of a creature or object not being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage once during a turn.   As you futher progress in rank, Flame Walk increases your speed by 5 feet and deals an additional 1d6 fire damage.
    •  
    • Maelstrom Ball:
      Requires: Sulfur and a bit of fleece   As an action, you can discharge a ball of fire and lightning within 120 feet of you. Each creature in a 20 feet radius must make a Dexterity saving throw. A target takes 4d6 fire damage and 4d6 lightning damage, or half as much damage on a successful one. The fire spreads around corners. It ignites flamable objects in the area that aren't being worn or carried.   As you further progress in rank, Energy Ball's fire and lightning damage increases by 1d6.
    •  
    • Shocking Blast:
      As an action, you create three rays of lightning and hurl them at targets within 120 feet of you. You can hurl them at one target or several. Make a ranged spell attack with each ray. On a hit, the target takes 2d6 lightning damage.
      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.   As an action, a stroke of lightning forms a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren't being worn or carried.   As you further progress in rank, Voltaic Streak's damage increases by 1d6.
     
  • ●●●○○
    • Meteor Orbit:
      Requires: Concentration, up to 10 minutes; sulfur, pine tar, and ash formed into a bead   As an action, you create 6 tiny meteors in your space. they float in the air and orbit you for 10 minutes. When you cast the spell --and as a bonus action on each of your turns thereafter-- you can expend one or two of the meteors, sending them toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much on a successful one.   As you further progress in rank, Meteor Orbit gains an additional two meteors.
    •  
    • Static Sphere:
      Requires: Concentration, up to 1 minute.   As an action, 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 saving throw or take 2d8 bludgeoning damage. The sphere's space is difficult terrain.   Until the feature ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d8 lightning damage.   Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.   As you progress in rank, Static Sphere's damage for each effect increases by 1d8.
    •  
    • Storm Strike:
      Rquires: Concentration, up to 10 minutes.   As an action, a storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60 foot radius, centered on a point you choose within 120 directly above you. 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 make a Dexterity saving throw. 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:
      As an action, a storm made up of sheets of roaring flame appears in a location you choose within 150 feet of you. The area of the storm consists of ten 10 foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, 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:
      As an action, you can call crackling orbs 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 Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 lightning damage on a failed save, or half as much on a successful one. A creature in the area of more than one static burst is affect only once.   The land after the spheres strikes becomes difficult terrain for 10 minutes as the static electricity courses through the ground and deals an additional 5d8 lightning damage to creatures that end their turn in it.
     


Cover image: by LordGalakrond