Incarnate Deific HeraldSpell 8
Source Pathfinder Impossible Magic
Traditions Divine
Cast

Range 100 feet
Duration until the end of your next turn
Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on the divine sanctification options of your deity. If your deity lists "must choose," the herald is that sanctification (either holy or unholy). If your deity lists "none," the herald is unsanctified. If your deity lists "can choose," you can choose either unsanctified or whatever options are listed for your deity (holy or unholy) for the herald.
Holy: Arrive (holy) Holy Smite The herald casts a 5th-rank Divine Wrath that has a 100-foot emanation instead of the usual range and area; Depart Merciful Healing The herald casts the 3-action version of a 5th-rank Heal with a radius of 100 feet. This spell targets only you and your allies.
Unholy: Arrive Infinite Misery The herald casts Wave of Despair in a 100-foot cone; Depart (darkness, spirit, unholy) Midnight Wrath Each enemy in a 100-foot emanation takes 5d10 spirit damage with a fortitude save. In addition, all non-magical light within the area is extinguished, and the herald attempts to counteract all magical light (counteract modifier +25, counteract rank 8).
Unsanctified: Arrive Quickening Ripple You and each ally within 100 feet of the herald are Quickened while the herald is present and can use the additional action to Step, Stride, or Strike; Depart (spirit) Sapping Beam The herald drains the animating force of all enemies in a 100-foot line, dealing 6d10 spirit damage with a fortitude save. A creature who fails the save is also Enfeebled 2 for 1 minute (Enfeebled 3 on a critical failure).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
IncarnateA 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.
ManipulateYou 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.