1st

PFS StandardCharm  [two-actions] Spell 1

Concentrate Emotion Incapacitation Manipulate Mental Subtle 
Source Player Core pg. 320
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until your next daily preparations.
Heightened (8th) The duration lasts until your next daily preparations, and you can target up to 10 creatures.

PFS StandardSure Strike  [one-action] Spell 1

Concentrate Fortune 
Source Player Core pg. 361
Duration until the end of your turn
The next time you make an attack roll before the end of your turn, roll it twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden. You are then temporarily immune to sure strike for 10 minutes.

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 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 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 StandardGuidance  [one-action] Cantrip 1

Cantrip Concentrate 
Source Player Core pg. 334
Range 30 feet; Targets 1 creature
Duration until the start of your next turn
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

PFS StandardHaunting Hymn  [two-actions] Cantrip 1

Auditory Cantrip Concentrate Manipulate Sonic 
Source Player Core 2 pg. 246
Area 15-foot cone
Defense basic Fortitude
You echo a jarring hymn that only creatures in the area can hear. The hymn deals 1d8 sonic damage, with a basic Fortitude save. If a target critically fails the save, it's also deafened for 1 minute.
Heightened (+2) The damage increases by 1d8.

PFS StandardSummon Instrument  [three-actions] Cantrip 1

Cantrip Concentrate Manipulate 
Source Player Core pg. 361
Duration 1 hour
You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays for only you. It vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.
Heightened (5th) The instrument is instead a virtuoso handheld instrument.