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.
Bard
This indicates abilities from the bard class.
Composition
To cast a composition cantrip or focus spell, you usually use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Sonic
An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.
area: 5-foot emanation
duration: 1 min.
saving_throw: Will
source: Player Core pg. 371
spell_type: Focus
type: Spell
Your performance enraptures listeners, compelling them to follow you. Each creature within the emanation must attempt a Will save when you Cast the Spell or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can Sustain the composition to increase the emanation’s radius by 5 feet. You can Dismiss the spell.
Critical Success The creature is unaffected. Success The creature is fascinated with you. Failure The creature is fascinated by you and uses all its actions to move toward you and compliment your performance. This effect ends if a hostile action is used against the affected creature. Critical Failure The target gains the minion trait and is controlled by you. This effect ends if a hostile action is used against the affected creature, or if you direct the creature to use any action that causes it harm.