10th

PFS StandardMassacre  [two-actions] Spell 9

Concentrate Death Manipulate Void 
Source Player Core pg. 342
Area 60-foot line
Defense Fortitude
You unleash a wave of death to snuff out the life force of those in its path. Each living creature of 17th level or lower in the line must attempt a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly. If massacre doesn't kill even a single creature, the void energy hungrily turns backward toward you, dealing an additional 30 void damage to every living creature in the line (even those above 17th level) and 30 void damage to you.

Critical Success The creature is unaffected.
Success The creature takes 9d6 void damage.
Failure The creature takes 100 void damage.
Critical Failure The creature dies.
Heightened (10th) The spell can affect living creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure.

9th

PFS StandardPolar Ray  [two-actions] Spell 8

Legacy Content

Attack Cold Evocation 
Source Core Rulebook pg. 358
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target.

Critical Success The target takes double damage and is drained 2.
Success The target takes full damage and is drained 2.
Heightened (+1) The damage increases by 2d8.

PFS StandardStorm of Vengeance  [three-actions] Spell 9

Legacy Content

Air Electricity Evocation 
Source Core Rulebook pg. 374
Cast [three-actions] material, somatic, verbal
Range 800 feet; Area 360-foot burst
Duration sustained up to 1 minute
A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a –4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain the Spell, you can choose one of the following storm effects. You can't choose the same effect twice in a row.
  • Acid Rain Each creature in the storm takes 4d8 acid damage with no saving throw.
  • Hail The storm deals 4d10 bludgeoning damage to creatures beneath it (basic Fortitude save).
  • Lightning Up to 10 bolts of lightning strike down, targeting creatures of your choice in the storm. No more than one bolt can target any one creature. Each bolt deals 7d6 electricity damage (basic Reflex save).
  • Rain and Wind Heavy rain and whipping wind reduce visibility and mobility, making the area under the storm cloud difficult terrain and making everything seen within or through the area concealed.
  • Thunderclap Each creature in the storm must succeed at a Fortitude save or be deafened for 10 minutes. A creature that succeeds is temporarily immune to thunderclaps from storm of vengeance for 1 hour.

Heightened (10th) The range increases to 2,200 feet, and the cloud is a 1,000-foot burst.

PFS StandardWall of Ice  [three-actions] Spell 5

Cold Concentrate Manipulate Water 
Source Player Core pg. 367
Range 120 feet
Duration 1 minute
You sculpt an ice barrier that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.

Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it.
Heightened (+2) The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by 1d6.

Cantrips

PFS StandardRay of Frost  [two-actions] Cantrip 1

Legacy Content

Attack Cantrip Cold Evocation 
Source Core Rulebook pg. 362
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals 2d4 cold damage.

Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.