You briefly summon the mythical Oliphaunt of Jandelay, unleashing a manifestation of pure destruction that obliterates everything unfortunate enough to stand in its path. The summoned Oliphaunt occupies the space of a Gargantuan creature. It has a Speed of 200 feet.
Arrive (force) Devastating Displacement Using hidden magics and long-lost techniques, you conjure an immense gate to Jandelay, compelling the Oliphaunt to step through. The Oliphaunt arrives in a 60-foot burst. Each creature in the area takes 8d10 force damage (basic Reflex save). On a failure, the creature is also pushed 60 feet away from the Oliphaunt.
Depart Annihilating Trample The Oliphaunt becomes aware that it has been summoned to a world that isn't on the verge of annihilation. It summons another enormous gate to Jandelay 200 feet in front of it. The Oliphaunt then rages forward through the gate, crushing everything in its path, before closing the gate behind it and disappearing. The Oliphaunt creates an 200-foot line that extends 200 feet. Each creature and vehicle in the area takes 8d8 bludgeoning damage (basic Fortitude save). A creature or vehicle reduced to 0 Hit Points is smashed into fine powder; its gear, passengers, and cargo remain. An unattended object in the area is destroyed unless it succeeds at a Fortitude save, regardless of Hardness, or unless it's an artifact or similarly hard to destroy. This trample automatically destroys any force effect, such as a wall of force.
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.
Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.