Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](/Actions.aspx?ID=26) checks related to these creature is increased by 2.
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.
Death
An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
Hex
A hex is a spell caused by your patron’s direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
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.
Void
Effects with this trait heal [undead](/Traits.aspx?ID=160) creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
Witch
This trait indicates abilities from the witch class.
duration: 1 min.
lesson: Lesson of Death
range: 30
saving_throw: Fortitude
source: Player Core pg. 384
spell_type: Focus
target: 1 creature
type: Spell
Your patron wraps a hand around your target’s heart. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to all curses of death for 1 day.
Critical Success The target is unaffected. Success The target is afflicted with the curse of death at stage 1, and the stage of the curse can’t increase beyond stage 1. Failure The target is afflicted with the curse of death at stage 1. Critical Failure The target is afflicted with the curse of death at stage 2. Curse of Death (curse, death, void) This curse ends when the spell ends; Stage 1 4d6 void damage and fatigued (1 round); Stage 2 8d6 void damage and fatigued (1 round); Stage 3 12d6 void damage and fatigued (1 round); Stage 4 death
Heightened (+1) Increase the void damage taken on a success and during the first three stages of the curse by 1d6.