Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Curse
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Fear
Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
Manipulate
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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
range: 120
saving_throw: Will
source: Player Core pg. 319
spell_type: Spell
target: 1 creature
tradition: DivineOccult
type: Spell
You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible to only them. The target takes 10d6 mental damage depending on its Will save. A creature cursed by this spell can’t benefit from circumstance or status bonuses, for the duration noted in the degree of success.
Critical Success The target is unaffected. Success The target takes half damage, is frightened 1, and is cursed for 1 round. Failure The target takes full damage, is frightened 3, and is cursed for 1 week. Critical Failure The target takes double damage, is frightened 4, and is cursed for an unlimited duration. While the curse remains, the target’s allies are also affected by the curse while within 15 feet of the creature.