With a fistful of compressed bones, you summon a legion of skeletal hulks to fight in your war, refusing to let them rest until they've given up their last inches of usefulness to your cause. The undead army occupies the space of a Huge creature and has a Speed of 40 feet.
Arrive Bone March The skeletal hulks rise from the dirt, slashing through your enemies and attacking with their dirt-encrusted, bony hands. Enemies within a 20-foot emanation take 4d8 slashing damage (basic Reflex save). On a critical failure, a creature also take 2d8 persistent bleed damage.
Depart Tossed Heads Before crumpling into a pile of bones, the skeleton army removes their skulls and throws them at the enemy lines, chattering and howling, dealing 6d6 piercing damage to enemies in a 20-foot burst (basic Reflex save) within 30 feet. On a critical failure, a creature is also Frightened 2.
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.