2nd

PFS StandardDarkness  [three-actions] Spell 2

Concentrate Darkness Manipulate 
Source Player Core pg. 322
Range 120 feet; Area 20-foot burst
Duration 1 minute
You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell's rank or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.
Heightened (4th) Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as concealed.

1st

PFS StandardGrim Tendrils  [two-actions] Spell 1

Concentrate Manipulate Void 
Source Player Core pg. 334
Area 30-foot line
Defense Fortitude
Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 void damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half the void damage and no persistent bleed damage.
Failure The creature takes full damage.
Critical Failure The creature takes double void damage and double persistent bleed damage.
Heightened (+1) The void damage increases by 2d4, and the persistent bleed damage increases by 1.