6th

PFS StandardDominate  [two-actions] Spell 6

Uncommon Concentrate Incapacitation Manipulate Mental 
Source Player Core pg. 326
Range 30 feet; Targets 1 creature
Defense Will; Duration until your next daily preparations
You take command of the target, forcing it to obey you. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save.

Critical Success The target is unaffected.
Success The target is stunned 1 as it fights off your commands.
Failure You control the target. It gains the controlled condition, but it can attempt a Will save at the end of each of its turns. On a success, the spell ends.
Critical Failure As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies.
Heightened (10th) The duration is unlimited.

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.

5th

PFS StandardBanishment  [two-actions] Spell 5

Concentrate Incapacitation Manipulate 
Source Player Core pg. 317
Range 30 feet; Targets 1 creature that isn't on its home plane
Defense Will
You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while Casting this Spell and add a cost to the spell to give the creature a –2 circumstance penalty to its save. The cost must be a specially gathered object that is anathema to the creature. This spell fails if you aren't on your home plane when you cast it.

Critical Success The target resists being banished and you are stunned 1.
Success The target resists being banished.
Failure The target is banished.
Critical Failure The target is banished and can't return by any means to the plane it's banished from for 1 week.
Heightened (9th) You can target up to 10 creatures. The extra cost affects targets to which it is anathema.

PFS StandardMind Probe Spell 5

Uncommon Concentrate Linguistic Manipulate Mental 
Source Player Core pg. 343
Cast 1 minute
Range 30 feet; Targets 1 creature
Defense Will; Duration sustained up to 1 minute
You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save.

Success The target is unaffected.
Failure Each round of the spell's duration, you can Sustain the spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful. Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result.
Critical Failure As failure, and the target takes a –4 circumstance penalty to Deception checks against your questions

PFS StandardSubconscious Suggestion  [two-actions] Spell 5

Concentrate Incapacitation Linguistic Manipulate Mental Subtle 
Source Player Core pg. 359
Range 30 feet; Targets 1 creature
Defense Will; Duration varies
You implant a subconscious suggestion deep within the target's mind for them to follow when a trigger you specify occurs (as described on page 303). You suggest a course of action to the target. Your directive must be phrased in such a way as to seem like a logical course of action to the target, and it can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.

Critical Success The target is unaffected and knows you tried to control it.
Success The target is unaffected and thinks you were talking to them normally, not casting a spell on them.
Failure The suggestion remains in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical Failure As failure, but the duration is 1 hour.
Heightened (9th) You can target up to 10 creatures.

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.

PFS StandardDetect Magic  [two-actions] Cantrip 1

Cantrip Concentrate Detection Manipulate 
Source Player Core pg. 323
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

PFS StandardFigment  [two-actions] Cantrip 1

Cantrip Concentrate Illusion Manipulate Subtle 
Source Player Core pg. 331
PFS Note If a visual figment occupies the entirety of a 5x5 cube, it can provide cover or concealment, but not both, for a medium or smaller creature. It does not block line of sight.

Range 30 feet
Duration sustained
You create a simple illusory sound or vision. A sound adds the auditory trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the visual trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you Cast or Sustain the Spell, you can attempt to Create a Diversion with the illusion, gaining a +2 circumstance bonus to your Deception check. If the attempt fails against a creature, that creature disbelieves the figment.

PFS StandardPhase Bolt  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate 
Source Dark Archives (Remastered) pg. 106
Range 60 feet; Targets 1 creature
Defense AC
You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 3d4 piercing damage.

Critical Success The target takes double damage.
Success The target takes full damage.
Heightened (+1) The bolt’s damage increases by 1d4.

PFS StandardTelekinetic Hand  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate 
Source Player Core pg. 362
Range 30 feet; Targets 1 unattended object of Light bulk or less
Duration sustained
You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.