8th

PFS StandardPolar Ray  [two-actions] Spell 8

Legacy Content

Attack Cold Evocation 
Source Core Rulebook pg. 358
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
You fire a blue-white ray of freezing air and sleet that deals 10d8 cold damage. Make a spell attack roll against the target.

Critical Success The target takes double damage and is drained 2.
Success The target takes full damage and is drained 2.
Heightened (+1) The damage increases by 2d8.

7th

PFS StandardDisintegrate  [two-actions] Spell 6

Attack Concentrate Manipulate 
Source Player Core pg. 325
Range 120 feet; Targets 1 creature, unattended object, or force construct
Defense AC and basic Fortitude
A black tracer bolt flies toward your target, and upon making contact intensifies into a powerful destructive beam. Make a spell attack against the target. If you hit an object or force construct (such as a wall of force), it's destroyed with no save unless it's an artifact or similarly powerful. A single casting can destroy no more than a 10-foot cube of matter.

If you hit a creature, it takes 12d10 damage (no damage type) with a basic Fortitude save. If you critically hit, the target gets a result one degree of success worse than the outcome of its Fortitude save. A creature reduced to 0 HP is blasted to fine powder; its gear remains.
Heightened (+1) The damage increases by 2d10.

6th

PFS StandardAcid Arrow  [two-actions] Spell 2

Legacy Content

Acid Attack Evocation 
Source Core Rulebook pg. 316
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 creature
You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.
Heightened (+2) The initial damage increases by 2d8, and the persistent acid damage increases by 1d6.

PFS StandardChromatic Ray  [two-actions] Spell 4

Legacy Content

Attack Evocation Light 
Source Secrets of Magic pg. 95
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color.
  1. Red (fire) The ray deals 30 fire damage to the target.
  2. Orange (acid) The ray deals 40 acid damage to the target.
  3. Yellow (electricity) The ray deals 50 electricity damage to the target.
  4. Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be enfeebled 1 for 1 minute (enfeebled 2 on a critical failure).

Heightened (6th) The damage for red, orange, yellow, and green each increase by 10. Roll 1d8 to determine the ray's color, using the results for 1–4 above and the results for 5–8 below.
  1. Blue The ray has the effect of the flesh to stone spell. On a critical hit, the target is clumsy 1 as long as it's slowed by the flesh to stone effect.
  2. Indigo (emotion, incapacitation, mental) The ray has the effect of the confusion spell. On a critical hit, it has the effect of warp mind instead.
  3. Violet The target is slowed for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a teleportation effect.
  4. Intense Color The target is dazzled until the end of your next turn, or blinded if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8).

PFS StandardScorching Ray  [one-action] to [three-actions] Spell 2

Legacy Content

Attack Evocation Fire 
Source Secrets of Magic pg. 127
Cast [one-action] to [three-actions] somatic, verbal
Range 60 feet; Targets 1 or more creatures
You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage.

For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.
Heightened (+1) The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions.

PFS StandardShocking Grasp  [two-actions] Spell 1

Legacy Content

Attack Electricity Evocation 
Source Core Rulebook pg. 369
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.
Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.