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.
Linguistic
An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
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.
component: 1 minute
duration: 1 min.
range: 30
saving_throw: Will
source: Player Core pg. 343
spell_type: Spell
target: 1 creature
tradition: ArcaneOccult
type: Spell
You cast your thoughts through a creature’s mind, sifting for information. You access the target’s memories and knowledge unless it fends you off with a Will save.
Success The target is unaffected. Failure Each round of the spell’s duration, you can Sustain the spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don’t learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful. Once you’ve asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result. Critical Failure As failure, and the target takes a –4 circumstance penalty to Deception checks against your questions