6th

PFS StandardNever Mind  [two-actions] Spell 6

Concentrate Curse Incapacitation Manipulate Mental 
Source Player Core pg. 346
Range 30 feet; Targets 1 creature
Defense Will; Duration varies
You drastically reduce the target's mental faculties. The target must attempt a Will save. The effects of this curse can be removed only through effects that target curses.

Critical Success The target is unaffected.
Success The target is stupefied 2 for 1 round.
Failure The target is stupefied 4 with an unlimited duration.
Critical Failure The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as –5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control.

PFS StandardPhantasmal Calamity  [two-actions] Spell 6

Concentrate Illusion Manipulate Mental 
Source Player Core pg. 349
Range 500 feet; Area 30-foot burst
Defense Will
A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.
Heightened (+1) The damage increases by 2d6.

5th

PFS StandardSlither  [three-actions] Spell 5

Concentrate Manipulate Shadow 
Source Player Core pg. 357
Range 120 feet; Area 20-foot burst
Defense Reflex; Duration 1 minute
A mass of snakes made of shadow rise up to capture creatures in the area. Each creature in the area when you Cast the Spell takes 3d6 piercing damage and 1d6 persistent poison damage from a biting snake, and it's grabbed or restrained depending on its Reflex save. A creature that ends its turn in the area must also attempt this save, even if it's already grabbed or restrained by the snakes. You can Dismiss the spell.

Success The creature is unaffected.
Failure The creature takes full damage and is grabbed by a snake. The snakes' Escape DC is equal to your spell DC. A creature can attack a snake to release the creature. A snake's AC is equal to your spell DC, and it's destroyed if it takes 12 or more damage at once. New snakes continually regrow as long as the spell lasts, so destroying snakes doesn't prevent slither from capturing more creatures.
Critical Failure As failure, but the creature takes double damage and is restrained by a snake.
Heightened (+2) The persistent poison damage increases by 1d6 and snake HP increases by 6.

PFS StandardSynaptic Pulse  [two-actions] Spell 5

Concentrate Incapacitation Manipulate Mental 
Source Player Core pg. 362
Area 30-foot emanation
Defense Will; Duration 1 round
You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save.

Critical Success The creature is unaffected.
Success The creature is stunned 1.
Failure The creature is stunned 2.
Critical Failure The creature is stunned for 1 round.

Cantrips

PFS StandardDaze  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate Mental Nonlethal 
Source Player Core pg. 322
Range 60 feet; Targets 1 creature
Defense Will; Duration 1 round
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.