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 StandardFleet Step  [two-actions] Spell 1

Concentrate Manipulate 
Source Player Core pg. 332
Duration 1 minute
You gain a +30-foot status bonus to your Speed.

PFS StandardRunic Body  [two-actions] Spell 1

Concentrate Manipulate 
Source Player Core pg. 354
Range touch; Targets 1 willing creature
Duration 1 minute
Glowing runes appear on the target's body. All its unarmed attacks become +1 striking unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.
Heightened (6th) The unarmed attacks are +2 greater striking.
Heightened (9th) The unarmed attacks are +3 major striking.

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).

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 StandardLight  [two-actions] Cantrip 1

Cantrip Concentrate Light Manipulate 
Source Player Core pg. 340
Range 120 feet
Duration until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.

You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).

PFS StandardPrestidigitation  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate 
Source Player Core pg. 351
Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
  • Cook Cool, warm, or flavor 1 pound of nonliving material.
  • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
  • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or locus or cost for a spell.
  • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.

PFS StandardTangle Vine  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate Plant Wood 
Source Player Core pg. 362
Range 30 feet; Targets 1 creature
Defense AC
A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.

Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.