2nd

PFS StandardBlood Vendetta  [reaction] Spell 2

Curse 
Source Player Core pg. 318
Trigger A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed
Range 30 feet; Targets the triggering creature
Defense Will; Duration varies
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.

Critical Success The target is unaffected.
Success The target takes half the persistent bleed damage.
Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
Critical Failure As failure, but the target takes double the persistent bleed damage.
Heightened (+2) The persistent bleed damage increases by 2d6.

PFS StandardParanoia  [two-actions] Spell 2

Concentrate Illusion Manipulate Mental 
Source Player Core pg. 348
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 minute
You cause the target to see all other creatures as dire threats. The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.

Critical Success The target is unaffected.
Success The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.
Failure As success, but the effect lasts 1 minute.
Critical Failure As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.
Heightened (6th) You can target up to 5 creatures.

1st

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 StandardHarm  [one-action] to [three-actions] Spell 1

Manipulate Void 
Source Player Core pg. 334
Range varies; Targets 1 living creature or 1 willing undead creature
You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. 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 an undead creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

PFS StandardRunic Weapon  [two-actions] Spell 1

Concentrate Manipulate 
Source Player Core pg. 354
Range touch; Targets 1 weapon that is unattended or wielded by a willing creature
Duration 1 minute
The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Heightened (6th) The weapon is +2 greater striking.
Heightened (9th) The weapon is +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 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 StandardSigil  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate 
Source Player Core pg. 357
Range touch; Targets 1 creature or object
Duration unlimited (see below)
You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened rank.
Heightened (3rd) The sigil instead fades after 1 month.
Heightened (5th) The sigil instead fades after 1 year.
Heightened (7th) The sigil never fades.