8th

PFS StandardDesiccate [two-actions] Spell 8

Concentrate Manipulate Void 
Source Player Core pg. 323
Range 500 feet; Targets any number of living creatures
Defense basic Fortitude
You pull the moisture from the targets' bodies, dealing 10d10 void damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to desiccate.
Heightened (+1) The damage increases by 1d10.

PFS StandardExecute [two-actions] Spell 7

Concentrate Death Manipulate Void 
Source Player Core pg. 329
Range 30 feet; Targets 1 creature
Defense basic Fortitude
You point at a creature and invoke the demise of all things. The target takes 70 void damage with a basic Fortitude save. If the target is undead or otherwise has void healing, the spell loses the death and void traits and gains the vitality trait, and the target takes 70 vitality damage with a basic Fortitude save.
Heightened (+1) The damage increases by 10.

PFS StandardPunishing Winds [three-actions] Spell 8

Air Concentrate Manipulate 
Source Player Core pg. 351
Range 100 feet; Area 30-foot radius, 100-foot-tall cylinder
Duration sustained up to 1 minute
Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen.

The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.

Constants

PFS StandardTruesight [two-actions] Spell 6

Concentrate Manipulate Revelation 
Source Player Core pg. 364
Duration 10 minutes
You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion, morph, or polymorph effect in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).