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 StandardResist Energy  [two-actions] Spell 2

Concentrate Manipulate 
Source Player Core pg. 353
Range touch; Targets 1 creature
Duration 10 minutes
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.
Heightened (4th) The resistance increases to 10, and you can target up to two creatures.
Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

PFS StandardSilence  [two-actions] Spell 2

Illusion Manipulate Subtle 
Source Player Core pg. 357
Range touch; Targets 1 willing creature
Duration 1 minute
The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use sonic attacks, nor can it use auditory actions. This also prevents the target from casting spells due to the magical words involved in casting, with the exception of subtle spells.
Heightened (4th) The spell creates an aura in a 10-foot emanation around the touched creature, silencing all sound in or passing through it. While within the aura, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example).

1st

PFS StandardBless  [two-actions] Spell 1

Aura Concentrate Manipulate Mental 
Source Player Core pg. 318
Area 15-foot emanation
Duration 1 minute
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet. Bless can counteract bane.

PFS StandardLiberating Command  [one-action] Spell 1

Auditory Concentrate Manipulate 
Source Divine Mysteries pg. 258
Range 60 feet; Targets 1 creature
You call out a liberating cry, urging an ally to break free of an effect that holds them in place. If the target is grabbed, immobilized, or restrained, it can immediately use a reaction to attempt to Escape.

PFS StandardSleep  [two-actions] Spell 1

Concentrate Incapacitation Manipulate Mental Sleep 
Source Player Core pg. 357
Range 30 feet; Area 5-foot burst
Defense Will
Each creature in the area becomes drowsy, possibly nodding off. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.

Critical Success The creature is unaffected.
Success The creature takes a –1 status penalty to Perception checks for 1 round.
Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.

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 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 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 StandardRead Aura Cantrip 1

Cantrip Concentrate Detection Manipulate 
Source Player Core pg. 352
Cast 1 minute
Range 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.

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.