2nd

PFS StandardAugury Spell 2

Concentrate Manipulate Prediction 
Source Player Core pg. 316
Cast 10 minutes
You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM's best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won't be particularly good or bad results).

The GM rolls a secret DC 6 flat check. On a failure, the result is always “nothing.” This makes it impossible to tell whether a “nothing” result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.

PFS StandardGhostly Carrier  [two-actions] Spell 2

Concentrate Manipulate 
Source Player Core pg. 333
PFS Note The figure created by ghostly carrier counts as a creature for any abilities that target creatures, such as Reactive Strike.

Range 120 feet
Duration 1 minute
You create a Tiny, semi-corporeal figure with a form you choose. It hovers near you for the duration. When you Cast a Spell that has a range of touch, you can have the carrier move within range, deliver the spell to a creature there, and return to you. If the carrier must attempt a spell attack roll, it uses your normal bonuses. The carrier has your AC and saves, but it is destroyed by any damage.

PFS StandardNoise Blast  [two-actions] Spell 2

Concentrate Manipulate Sonic 
Source Player Core pg. 347
Range 30 feet; Area 10-foot burst
Defense 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.

PFS StandardShare Life  [two-actions] Spell 2

Concentrate Manipulate 
Source Player Core pg. 356
Range 30 feet; Targets 1 creature
Duration 10 minutes
You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.

1st

PFS StandardHeal  [one-action] to [three-actions] Spell 1

Healing Manipulate Vitality 
Source Player Core pg. 335
Range varies; Targets 1 willing living creature or 1 undead creature
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

PFS StandardIll Omen  [two-actions] Spell 1

Concentrate Curse Manipulate Misfortune 
Source Player Core pg. 336
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 round
The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.

Success The target is unaffected.
Failure The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
Critical Failure Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.

PFS StandardProtection  [two-actions] Spell 1

Concentrate Manipulate 
Source Player Core pg. 351
Range touch; Targets 1 willing creature
Duration 1 minute
You ward a creature against harm. The target gains a +1 status bonus to Armor Class and saving throws.
Heightened (3rd) You can choose to have the benefits also affect all your allies in a 10-foot emanation around the target.

PFS StandardSpirit Link  [two-actions] Spell 1

Concentrate Healing Manipulate Spirit 
Source Player Core pg. 358
Range 30 feet; Targets 1 willing creature
Duration 10 minutes
You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.

This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve vitality or void energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.
Heightened (+1) The number of Hit Points transferred each time increases by 2.

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 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 StandardShield  [one-action] Cantrip 1

Cantrip Concentrate Force 
Source Player Core pg. 356
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.

PFS StandardStabilize  [two-actions] Cantrip 1

Cantrip Concentrate Healing Manipulate Vitality 
Source Player Core pg. 359
Range 30 feet; Targets 1 dying creature
Life energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

PFS StandardVitality Lash  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate Vitality 
Source Player Core pg. 366
Range 30 feet; Targets 1 creature that is undead or otherwise has void healing
Defense basic Fortitude
You demolish the target's corrupted essence with energy from Creation's Forge. You deal 2d6 vitality damage with a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn.
Heightened (+1) The damage increases by 1d6.