8th

PFS StandardArctic Rift  [two-actions] Spell 8

Cold Concentrate Manipulate 
Source Player Core pg. 316
Area 120-foot line
Defense Fortitude
A jagged crack opens in the air, dealing 12d8 cold damage as it draws away warmth. Each creature along the rift 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 slowed 1 until the start of your next turn.
Critical Failure The creature takes double damage, is immobilized by a layer of ice, and is slowed 1 as long as its immobilized. The ice is an object with 60 Hit Points, Hardness 5, immunity to cold damage, and vulnerability 10 to fire. It has object immunities (page 269) and is destroyed if the target Escapes.
Heightened (+1) The damage increases by 1d8 and the ice's Hit Points increase by 5.

PFS StandardForce Barrage  [one-action] to [three-actions] Spell 1

Concentrate Force Manipulate 
Source Player Core pg. 332
Range 120 feet; Targets 1 creature
You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You fire one additional shard with each action you spend.

PFS StandardLight  [two-actions] Cantrip 1

Cantrip Concentrate Light Manipulate 
Source Player Core pg. 340
Range 120 feet
Duration until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.

You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).