Focus

PFS StandardHarmonize Self  [one-action] Focus 2

Uncommon Concentrate Focus Healing Monk Vitality 
Source Player Core 2 pg. 257
You heal yourself in one of the following ways, chosen by you when you cast the spell.
  • You regain 8 Hit Points.
  • You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction.

Heightened (+1) If you choose to regain Hit Points, the Hit Points regained increase by 8.

PFS StandardQi Blast  [one-action] to [three-actions] Focus 3

Uncommon Concentrate Focus Force Manipulate Monk 
Source Player Core 2 pg. 256
Area 15-foot cone or more
Defense Fortitude
You unleash your qi as a powerful blast that deals 2d6 force damage. If you use 2 actions to cast qi blast, increase the size of the cone to 30 feet and the damage to 3d6. If you use 3 actions to cast qi blast, increase the cone to 60 feet and the damage to 4d6. Each creature in the area must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pushed 5 feet.
Critical Failure The creature takes double damage and is pushed 10 feet.
Heightened (+1) The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions.

PFS StandardTouch of Death  [two-actions] Focus 8

Uncommon Concentrate Focus Incapacitation Manipulate Monk 
Source Player Core 2 pg. 256
Defense Fortitude; Duration 1 month
Make a melee unarmed Strike. If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the auditory and concentrate traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save.
Critical Success The target survives, the spell ends, and the target is then temporarily immune for 24 hours.
Success The target is stunned 1 and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours.
Failure The target is stunned 3 and takes 80 damage. The spell's duration continues, but the target is then temporarily immune for 24 hours against being killed by touch of death.
Critical Failure The target dies.

If you cast touch of death again, the effects of any touch of death you had previously cast end.
Heightened (+1) The damage increases by 10 on a failure, or 5 on a success.

PFS StandardWind Jump  [one-action] Focus 5

Uncommon Air Concentrate Focus Monk 
Source Player Core 2 pg. 257
Duration 1 minute
You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.
Heightened (6th) At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don't fall.