An action with this trait requires a degree of mental concentration and discipline.
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.
Sanctified
If you are [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521), your sanctified actions and spells gain the same trait.
Spirit
Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
area: 40-foot emanation
range: 40
saving_throw: Fortitude
source: Player Core pg. 325
spell_type: Spell
tradition: Divine
type: Spell
You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. You deal 7d10 spirit damage to your enemies in the area; each enemy must attempt a Fortitude save.
Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is enfeebled 2 for 1 minute. Critical Failure The creature takes double damage and is enfeebled 2 for 1 minute. If you’re on your home plane and the creature is not, the creature is sent back to its home plane. A creature of 10th level or lower must also succeed at a Will save or be paralyzed for 1 minute; if it critically fails, it dies (this is a death effect).
Heightened (+1) The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2.