You break a mirror and cast the shards into the air. Between their thousand fractured reflections, the fluxwraith appears—a thing of broken glass, broken time and broken lives. This undead creature occupies the space of a Medium creature and has a fly Speed of 60 feet.
Arrive (transmutation) Interrupted Lives
Each enemy within a 10-foot emanation must attempt a Will save. If a creature fails its save, it is shunted into the future, vanishing now but automatically reappearing in the same location after 1d4 rounds. A creature can attempt an additional Will save at the end of each of its turns to end the duration. If its original space is occupied when it returns, the creature appears in the nearest unoccupied space. Since the creature is shunted forward in time, it doesn't experience any of the intervening time. Likewise, any effects on the creature with a duration don't decrease their duration, resuming when the creature reappears.
Depart (divination, fear, mental, prediction) Dire Foresight
Each enemy within a 60-foot emanation must attempt a Will save. On a failed save, the creature receives a brief vision of a deeply traumatic event in that lurks among the many possibilities of its future. The creature is Frightened 2 (Frightened 4 on a critical failure) and Slowed 1 while they are frightened.
Traits
An action with this trait requires a degree of mental concentration and discipline.
A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.