Focus

PFS StandardUntamed Shift  [one-action] to [two-actions] Focus 1

Uncommon Concentrate Druid Focus Manipulate Morph 
Source Player Core pg. 383
Duration 1 minute
You transform just a part of your body. Choose any one effect that matches an untamed order feat you have.
  • Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it.
  • Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage.
  • Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
  • Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
  • Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet.

Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit.
Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.

1st

PFS StandardBreathe Fire  [two-actions] Spell 1

Concentrate Fire Manipulate 
Source Player Core pg. 319
Area 15-foot cone
Defense basic Reflex
A gout of flame sprays from your mouth. You deal 2d6 fire damage to creatures in the area with a basic Reflex save.
Heightened (+1) The damage increases by 2d6.

PFS StandardFleet Step  [two-actions] Spell 1

Concentrate Manipulate 
Source Player Core pg. 332
Duration 1 minute
You gain a +30-foot status bonus to your Speed.

PFS StandardRunic Body  [two-actions] Spell 1

Concentrate Manipulate 
Source Player Core pg. 354
Range touch; Targets 1 willing creature
Duration 1 minute
Glowing runes appear on the target's body. All its unarmed attacks become +1 striking unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.
Heightened (6th) The unarmed attacks are +2 greater striking.
Heightened (9th) The unarmed attacks are +3 major striking.

PFS StandardRunic Weapon  [two-actions] Spell 1

Concentrate Manipulate 
Source Player Core pg. 354
Range touch; Targets 1 weapon that is unattended or wielded by a willing creature
Duration 1 minute
The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Heightened (6th) The weapon is +2 greater striking.
Heightened (9th) The weapon is +3 major striking.

Cantrips

PFS StandardCaustic Blast  [two-actions] Cantrip 1

Acid Cantrip Concentrate Manipulate 
Source Player Core pg. 319
Range 30 feet; Area 5-foot burst
Defense basic Reflex
You fling a large glob of acid that immediately detonates, spraying nearby creatures. Creatures in the area take 1d8 acid damage with a basic Reflex save; on a critical failure, the creature also takes 1 persistent acid damage.
Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a critical failure increases by 1.

PFS StandardFrostbite  [two-actions] Cantrip 1

Cantrip Cold Concentrate Manipulate 
Source Player Core pg. 332
Range 60 feet; Targets 1 creature
Defense basic Fortitude
An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.
Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.

PFS StandardGuidance  [one-action] Cantrip 1

Cantrip Concentrate 
Source Player Core pg. 334
Range 30 feet; Targets 1 creature
Duration until the start of your next turn
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

PFS StandardLight  [two-actions] Cantrip 1

Cantrip Concentrate Light Manipulate 
Source Player Core pg. 340
Range 120 feet
Duration until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.

You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).

PFS StandardTangle Vine  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate Plant Wood 
Source Player Core pg. 362
Range 30 feet; Targets 1 creature
Defense AC
A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.

Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.