6th

PFS StandardBlade Barrier [three-actions] Spell 6

Legacy Content

Evocation Force 
Source Core Rulebook pg. 321
Cast [three-actions] material, somatic, verbal
Range 120 feet
Duration 1 minute
Blades of force form a churning wall. The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover. The wall deals 7d8 force damage to each creature that's in the wall's space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage. A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice. Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall.
Heightened (+1) The damage increases by 1d8.

PFS StandardVampiric Exsanguination [two-actions] Spell 6

Concentrate Death Manipulate Void 
Source Player Core pg. 365
Area 30-foot cone
Defense basic Fortitude
You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 void damage to living creatures in the area with a basic Fortitude save.

You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.
Heightened (+1) The damage increases by 2d6.

PFS StandardWall of Fire [three-actions] Spell 4

Concentrate Fire Manipulate 
Source Player Core pg. 367
Range 120 feet
Duration 1 minute
You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage.
Heightened (+1) The fire 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.

PFS StandardFlame Strike [two-actions] Spell 5

Legacy Content

Evocation Fire 
Source Core Rulebook pg. 338
Cast [two-actions] somatic, verbal
Range 120 feet; Area 10-foot radius, 40-foot-tall cylinder
Saving Throw basic Reflex
You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.
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.