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.

PFS StandardHurtling Stone  [one-action] Focus 1

Uncommon Attack Cleric Earth Focus Manipulate 
Source Player Core pg. 374
Range 60 feet; Targets 1 creature
Defense AC
You evoke a magical stone and throw it, with divine guide to your aim. The stone deals 2d6 bludgeoning damage depending on your spell attack roll against the target's AC.

Critical Success The target takes double damage and you can push it up to 10 feet.
Success The target takes full damage and you can push it up to 5 feet.
Heightened (+1) The stone's damage increases by 1d6.

5th

PFS StandardBurning Hands  [two-actions] Spell 1

Legacy Content

Evocation Fire 
Source Core Rulebook pg. 322
Cast [two-actions] somatic, verbal
Area 15-foot cone
Saving Throw basic Reflex
Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.
Heightened (+1) The damage increases by 2d6.

PFS StandardFireball  [two-actions] Spell 3

Concentrate Fire Manipulate 
Source Player Core pg. 331
Range 500 feet; Area 20-foot burst
Defense basic Reflex
A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.
Heightened (+1) The damage increases by 2d6.

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.