9th

PFS StandardChain Lightning  [two-actions] Spell 6

Concentrate Electricity Manipulate 
Source Player Core pg. 319
Range 500 feet; Targets 1 creature, plus any number of additional creatures
Defense basic Reflex
You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity then arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.
Heightened (+1) The damage increases by 1d12.

8th

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.