Source Core Rulebook pg. 629 2.0
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.


Coerce, Command an Animal, Demoralize, Follow the Expert, Lie, Make an Impression, Point Out, Pointed Question, Rally, Request


Follow the Expert


Alarm Snare, Deafening Music Box, Mask of the Banshee, Thunder Snare, Warning Snare


Beastmaster's Call, Bon Mot, Cadence Call, Calaca's Showstopper, Call and Response, Can't Fall Here, Catchy Tune, Caterwaul, Command Attention, Contagious Rage, Courageous Advance, Courageous Assault, Courageous Onslaught, Courageous Opportunity, Defensive Coordination, Dragon Roar, Empathetic Plea, Encouraging Words, Evangelize, Glory and Valor!, Grovel, Harbinger's Caw, No Cause for Alarm, One for All, Pride in Arms, Rallying Cry, Reassuring Presence, Ringmaster's Introduction, Share Rage, Snap Out of It! (Marshal), Spot Translate, Steel Yourself!, Terrifying Howl, To Battle!, Vigorous Inspiration

Focus Spells

Aberrant Whispers, Call to Arms, Charming Words, Lament, Roar of the Wyrm, Shadow Illusion, Sweet Dream


Phantom Bells


Coerce, Command an Animal, Demoralize, Lie, Make an Impression, Request


Blistering Invective, Command, Enthrall, Ghost Sound, Illusory Creature, Illusory Scene, Magic Mouth, Message, Overwhelming Presence, Power Word Blind, Power Word Kill, Power Word Stun, Unfathomable Song, Ventriloquism, Visions of Danger, Wail of the Banshee