Focus

PFS StandardCry of Destruction  [two-actions] Focus 1

Uncommon Cleric Concentrate Focus Manipulate Sonic 
Source Player Core pg. 374
Area 15-foot cone
Defense basic Fortitude
Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes 1d8 sonic damage. If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s.
Heightened (+1) The damage increases by 1d8.

PFS StandardDestructive Aura  [two-actions] Focus 4

Uncommon Aura Cleric Concentrate Focus Manipulate 
Source Player Core pg. 374
Area 15-foot emanation
Duration 1 minute
Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of yourself and creatures in the area by 2.
Heightened (+2) Reduce the resistances by an additional 2.

5th

PFS StandardDivine Immolation  [two-actions] Spell 5

Concentrate Fire Manipulate Sanctified Spirit 
Source Player Core pg. 325
Range 120 feet; Area 20-foot burst
Defense Reflex
Divine flames scour creatures within the area. Creatures take 6d6 fire damage and 2d6 persistent fire damage. The divine power within the flames scorches the spirit as well; a creature takes spirit damage instead of fire damage from divine immolation if that would be more detrimental to the creature (as determined by the GM).

Critical Success The creature is unaffected.
Success The creature takes half damage and no persistent damage.
Failure The creature takes full damage and persistent damage.
Critical Failure The creature takes double damage and double persistent damage.
Heightened (+1) The damage increases by 1d6 and persistent damage increases by 1d6.

PFS StandardNoise Blast  [two-actions] Spell 2

Concentrate Manipulate Sonic 
Source Player Core pg. 347
Range 30 feet; Area 10-foot burst
Defense Fortitude
A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 round.
Critical Failure The creature takes double damage and is deafened for 1 minute, and stunned 1.
Heightened (+1) The damage increases by 1d10.

PFS StandardShadow Blast  [two-actions] Spell 5

Concentrate Manipulate Shadow 
Source Player Core pg. 356
Range varies; Area varies; Targets basic Reflex or Will (target's choice)
You shape the shadow substance of the Netherworld into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, sonic, or spirit damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 6d8 damage of the type you chose to each creature in the area.
Heightened (+1) The damage increases by 1d8.

Cantrips

PFS StandardDaze  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate Mental Nonlethal 
Source Player Core pg. 322
Range 60 feet; Targets 1 creature
Defense Will; Duration 1 round
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.

PFS StandardDetect Magic  [two-actions] Cantrip 1

Cantrip Concentrate Detection Manipulate 
Source Player Core pg. 323
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

PFS StandardDivine Lance  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate Sanctified Spirit 
Source Player Core pg. 325
Range 60 feet; Targets 1 creature
Defense AC
You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).
Heightened (+1) The damage increases by 1d4.