2nd

PFS StandardItem Facade  [two-actions] Spell 1

Concentrate Illusion Manipulate Visual 
Source Player Core pg. 340
Range touch; Targets 1 object no more than 10 feet by 10 feet by 10 feet
Duration 1 hour
You make the target object look and feel as though it were in much better or worse physical condition. When you Cast this Spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion.
Heightened (2nd) The duration is 24 hours.
Heightened (3rd) The duration is unlimited.

PFS StandardShatter  [two-actions] Spell 2

Concentrate Manipulate Sonic 
Source Player Core pg. 356
Range 30 feet; Targets 1 unattended object
A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic damage to the object, ignoring the object's Hardness if it is 4 or lower.
Heightened (+1) The damage increases by 1d10, and the Hardness the spell ignores increases by 2.

PFS StandardSound Burst  [two-actions] Spell 2

Legacy Content

Evocation Sonic 
Source Core Rulebook pg. 370
Cast [two-actions] somatic, verbal
Range 30 feet; Area 10-foot burst
Saving Throw Fortitude
A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature 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 deafened for 1 round.
Critical Failure The creature takes double damage and is deafened for 1 minute, and stunned 1.
Heightened (+1) The damage increases by 1d10.

1st

PFS StandardFear  [two-actions] Spell 1

Concentrate Emotion Fear Manipulate Mental 
Source Player Core pg. 331
Range 30 feet; Targets 1 creature
Defense Will; Duration varies
You plant fear in the target; it must attempt a Will save.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.

PFS StandardVentriloquism  [two-actions] Spell 1

Auditory Concentrate Illusion Manipulate 
Source Player Core pg. 366
Duration 10 minutes
Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.

Cantrips

PFS StandardGhost Sound  [two-actions] Cantrip 1

Legacy Content

Auditory Cantrip Illusion 
Source Core Rulebook pg. 340
Cast [two-actions] somatic, verbal
Range 30 feet
Duration sustained
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
Heightened (3rd) The range increases to 60 feet.
Heightened (5th) The range increases to 120 feet.

PFS StandardTelekinetic Projectile  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate 
Source Player Core pg. 363
Range 30 feet; Targets 1 creature
Defense AC
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target's AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.