9th

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 StandardDispel Magic  [two-actions] Spell 2

Concentrate Manipulate 
Source Player Core pg. 325
Range 120 feet; Targets 1 spell effect or unattended magic item
You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.

PFS StandardFear  [two-actions] Spell 1

Concentrate Emotion Fear Manipulate Mental 
Source Player Core pg. 331
Range 30 feet; Targets 1 creature
Defense Will; Duration varies
You plant fear in the target; it must attempt a Will save.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.

PFS StandardMask of Terror  [two-actions] Spell 7

Concentrate Emotion Fear Illusion Manipulate Mental Visual 
Source Player Core pg. 342
Range 30 feet; Targets 1 creature
Duration 1 minute
The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage.

When any creature attempts a hostile action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn.

Success The creature is unaffected.
Failure The creature becomes frightened 2 before using its action.
Critical Failure The creature becomes frightened 2, and its action fails and is wasted.
Heightened (8th) You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

PFS StandardPhantasmagoria  [two-actions] Spell 9

Concentrate Death Illusion Manipulate Mental 
Source Player Core pg. 349
Range 120 feet; Targets any number of creatures
Defense Will
You fill the targets' minds with endless images, like countless dreams and lives colliding with each other. The onrushing information deals 16d6 mental damage to each target, depending on its Will save.

Critical Success The target is unaffected.
Success The target takes half damage and can't use reactions until the start of your next turn.
Failure The target takes full damage and is confused until the start of your next turn.
Critical Failure The target takes double damage and is confused for 1 minute.

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.

PFS StandardSuggestion  [two-actions] Spell 4

Concentrate Incapacitation Linguistic Manipulate Mental Subtle 
Source Player Core pg. 360
Range 30 feet; Targets 1 creature
Defense Will; Duration varies
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and 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 using a spell.
Success The target is unaffected.
Failure The target immediately follows your suggestion. The spell 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 base duration is 1 hour.
Heightened (8th) You can target up to 10 creatures.

PFS StandardWarp Mind  [two-actions] Spell 7

Concentrate Emotion Incapacitation Manipulate Mental 
Source Player Core pg. 368
Range 120 feet; Targets 1 creature
Defense Will
You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, wish rituals and abilities that can remove non-magical effects can still counteract the effects.

Critical Success The target is unaffected.
Success The target spends the first action on its next turn with the confused condition.
Failure The target is confused for 1 minute.
Critical Failure The target is confused permanently.

Cantrips

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).

Constants

PFS StandardHidden Mind  [two-actions] Spell 8

Uncommon Concentrate Manipulate 
Source Player Core pg. 335
Range 30 feet; Targets 1 creature
Duration until your next daily preparations
Powerful wards hide a creature from magic that would spy on it or affect its mind. The target gains a +4 status bonus to saves against mental effects. Hidden mind attempts to counteract any detection, revelation, and scrying effects as if its spell rank were 1 higher than its actual rank. On a success, the effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target.

PFS StandardTruesight  [two-actions] Spell 6

Concentrate Manipulate Revelation 
Source Player Core pg. 364
Duration 10 minutes
You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion, morph, or polymorph effect in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).