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.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
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.
Visual
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
area: 40-foot burst
saving_throw: Will
source: Player Core pg. 347
spell_type: Spell
target: any number of creatures
tradition: DivineOccult
type: Spell
You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being, with an appearance, regalia, and iconography of your choice. Targets must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.
Critical Success The target is unaffected. Success The target must pay tribute to you two times. Paying tribute requires that the target spend a single action, which has either the move trait (as they bow) or manipulate trait (as they offer up a token in their hands). They must pay tribute at least once on each of their turns, if possible. While affected, the target is fascinated by you and can’t use hostile actions against you. Failure As success, but the target must pay tribute a total of six times. Critical Failure As failure, but the target must spend all its actions paying tribute, and they cannot take other actions until the tribute is fully paid.