Touch of Death
Make a melee unarmed Strike. If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the auditory and concentrate traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save.
Critical Success The target survives, the spell ends, and the target is then temporarily immune for 24 hours.
Success The target is Stunned 1 and takes 5*a scaling amount damage, the spell ends, and the target is then temporarily immune for 24 hours.
Failure The target is Stunned 3 and takes 10*a scaling amount damage. The spell's duration continues, but the target is then temporarily immune for 24 hours against being killed by touch of death.
Critical Failure The target dies.
If you cast touch of death again, the effects of any touch of death you had previously cast end.
Heightened (+1) The damage increases by 10 on a failure, or 5 on a success.
Traits
An action with this trait requires a degree of mental concentration and discipline.
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
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.
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.
Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.