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.
Sanctified
If you are [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521), your sanctified actions and spells gain the same trait.
domain: Zeal
0
source: Player Core pg. 381
spell_type: Focus
target: 1 weapon you're wielding
type: Spell
Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll, the weapon deals an additional 1d6 spirit damage, and the Strike gains the sanctified trait. Weapon surge ends once you complete this Strike or the weapon leaves your possession.
Heightened (5th) The attack deals 2d6 additional spirit damage.
Heightened (9th) The attack deals 3d6 additional spirit damage.