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.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
domain: Tyranny
0
saving_throw: Will
source: Player Core pg. 380
spell_type: Focus
target: 1 living creature
type: Spell
Your imperious touch erodes the target’s willpower, making it easier to control. The target attempts a Will save. Regardless of the result, it’s then temporarily immune for 1 hour.
Critical Success The target is unaffected. Success The target is stupefied 1 until the end of your next turn. Failure The target is stupefied 2 until the end of your next turn. Critical Failure The target is stupefied 2 for 1 minute and is forced to its knees, becoming prone.