4th

PFS StandardConfusion  [two-actions] Spell 4

Concentrate Emotion Manipulate Mental 
Source Player Core pg. 321
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 minute
You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.

Critical Success The target is unaffected.
Success The target babbles incoherently and is stunned 1.
Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Critical Failure The target is confused for 1 minute, with no save to end early.
Heightened (8th) You can target up to 10 creatures.

PFS StandardForce Barrage  [one-action] to [three-actions] Spell 1

Concentrate Force Manipulate 
Source Player Core pg. 332
Range 120 feet; Targets 1 creature
You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You fire one additional shard with each action you spend.

3rd

PFS StandardParalyze  [two-actions] Spell 3

Concentrate Incapacitation Manipulate Mental 
Source Player Core pg. 348
Range 30 feet; Targets 1 creature
Defense Will; Duration varies
You block the target's motor impulses before they can leave its mind, freezing target in place. The target must attempt a Will save.

Critical Success The target is unaffected.
Success The target is stunned 1.
Failure The target is paralyzed for 1 round.
Critical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Heightened (7th) You can target up to 10 creatures.

PFS StandardSlow  [two-actions] Spell 3

Concentrate Manipulate 
Source Player Core pg. 357
Range 30 feet; Targets 1 creature
Defense Fortitude; Duration varies
You dilate the flow of time around the target, slowing its actions.

Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Critical Failure The target is slowed 2 for 1 minute.
Heightened (6th) 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 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 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.