Focus

PFS StandardElemental Toss  [one-action] Focus 1

Uncommon Attack Focus Manipulate Sorcerer 
Source Player Core 2 pg. 264
Range 30 feet; Targets 1 creature
Defense AC
With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a ranged spell attack roll, dealing 1d8 damage on a success and double damage on a critical success. This spell deals damage according to your elemental influence (for instance, slashing for air or fire for fire) and has your element's trait.
Heightened (+1) The damage increases by 1d8.

1st

PFS StandardCreate Water  [two-actions] Spell 1

Concentrate Manipulate Water 
Source Player Core pg. 322
Range 0 feet
As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.

PFS StandardHeal  [one-action] to [three-actions] Spell 1

Healing Manipulate Vitality 
Source Player Core pg. 335
Range varies; Targets 1 willing living creature or 1 undead creature
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

PFS StandardHydraulic Push  [two-actions] Spell 1

Attack Concentrate Manipulate Water 
Source Player Core pg. 336
Range 60 feet; Targets 1 creature or unattended object
Defense AC
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The bludgeoning damage increases by 2d6.

Cantrips

PFS StandardAcid Splash  [two-actions] Cantrip 1

Legacy Content

Acid Attack Cantrip Evocation 
Source Core Rulebook pg. 316
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
Heightened (3rd) The initial damage increases to 2d6, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 3d6, the persistent damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 4d6, the persistent damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 5d6, the persistent damage increases to 5, and the splash damage increases to 4.

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 StandardKnow Direction  [two-actions] Cantrip 1

Legacy Content

Cantrip Detection Divination 
Source Core Rulebook pg. 348
Cast [two-actions] somatic, verbal
In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).
Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.

PFS StandardStabilize  [two-actions] Cantrip 1

Cantrip Concentrate Healing Manipulate Vitality 
Source Player Core pg. 359
Range 30 feet; Targets 1 dying creature
Life energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

PFS StandardTanglefoot  [two-actions] Cantrip 1

Legacy Content

Attack Cantrip Conjuration Plant 
Source Core Rulebook pg. 377
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack 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.