Incarnate Draconic LegionSpell 9
Source Pathfinder Impossible Magic
Traditions Arcane
Cast

Range 100 feet
Duration until the end of your next turn
Saving Throw basic Reflex
You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a Gargantuan creature. They have a fly Speed of 100 feet. The dragons are of the same magical tradition that you used to Cast this Spell.
Arrive Energy Annihilation The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes 10d8 untyped damage with a basic Reflex save. The dragons choose the damage type of each blast of energy depending on the tradition of dragons summoned. Arcane dragons can choose 10d8 forceforce or 10d8 mentalmental, divine dragons can choose 10d8 firefire or 10d8 spiritspirit, occult dragons can choose 10d8 mentalmental or 10d8 voidvoid, and primal dragons can choose 10d8 firefire or 10d8 poisonpoison.
Depart Draconic Whirlwind The draconic legion strikes with fury, dealing all enemy creatures in a 20-foot emanation 9d8 slashing damage (basic Reflex save).
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.