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.
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.
Illusion
Effects and magic items with this trait involve false sensory stimuli.
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.
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.
domain: Trickery
duration: 1 min.
range: 30
saving_throw: Will
school: illusion
source: Player Core pg. 380
spell_type: Focus
target: 1 creature
type: Spell
You rarely settle for being in just one place. Choose a location within 100 feet of the target that the target can see. You create an illusion of yourself there that only it can see and that mimics all your actions. The target must attempt a Will save.
Critical Success The target is unaffected. Success The target believes you’re in the designated location and can’t see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn’t make sense in the illusion’s position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a hostile action against the target, the spell ends. Failure As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs. Critical Failure As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs.