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.
Cleric
This indicates abilities from the cleric class.
Focus
A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up.
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.
Metal
Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.
These planes consist of chaotic and shifting structures and oceans of metal. Metal planes tend to exist in a state of change and decay, leaving plentiful pockets of air for visitors to breathe or move within. Creatures unlucky enough to be entombed in the plane’s substance risk suffocation if they can’t phase through metal. Wood creatures find the lack of stability and soil on a metal plane disconcerting and often fail to thrive in such environments.
domain: Wealth
duration: 1 min.
element: Metal
0
source: Player Core pg. 381
spell_type: Focus
target: 1 metal shield or weapon, 1 suit of metal armor, or up to 1 Bulk of metal material (such as coins or metal-tipped ammunition)
type: Spell
Your deity blesses base metals to transform them into precious materials. The metal in the target transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel. If the spell’s rank is 8th or higher, add adamantine and dawnsilver to the options. If you transform an object into copper, gold, or silver, its Hardness is reduced to 1. Otherwise, its Hardness is increased to 10 if it was lower. An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron. It can have other effects of the new material at the GM’s discretion.
This change is clearly magical and temporary, so the item’s monetary value doesn’t change; you couldn’t transmute copper coins to gold and use them to purchase something.
Heightened (+1) If you increase the Hardness of the object, the new Hardness is 2 higher.