6th

PFS StandardCrisis of Faith [two-actions] Spell 3

Concentrate Manipulate Mental 
Source Player Core pg. 322
Range 30 feet; Targets 1 creature
Defense Will
You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.

Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage; if the target can cast divine spells, it's stupefied 1 for 1 round.
Critical Failure The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round.

To many deities, casting this spell on a follower of your own deity without significant cause is anathema.
Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).

PFS StandardDivine Wrath [two-actions] Spell 4

Concentrate Manipulate Sanctified Spirit 
Source Player Core pg. 326
Range 120 feet; Area 20-foot burst
Defense Fortitude
You channel the fury of divinity against your foes. You deal 4d10 spirit damage to enemies in the area, depending on their Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is sickened 1.
Critical Failure The creature takes full damage and is sickened 2; while it's sickened, it's also slowed 1.
Heightened (+1) The damage increases by 1d10.

5th

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 StandardSpiritual Guardian [two-actions] Spell 5

Concentrate Manipulate Sanctified Spirit 
Source Player Core pg. 359
Range 120 feet
Duration sustained up to 1 minute
A Medium guardian made of magical force appears in an unoccupied space in range. The spiritual guardian is translucent and wields a ghostly echo of one weapon you're wielding or wearing. If you have a deity, the guardian takes the form of one of your deity's attendants or servitors. If you sanctify the spell, the guardian's attacks are sanctified as well.

Creatures can move through the guardian's space but can't end their movement in it. You and your allies can flank with the guardian. The guardian doesn't have any other attributes a creature would normally have, aside from 50 Hit Points that it can't recover by any means and that it can lose only when protecting a creature (see below).

When you Cast the Spell and each time you Sustain it, you can have the guardian move to any unoccupied space within 120 feet of you and either attack or protect.
  • Attack The guardian makes a melee spell attack against an adjacent creature, dealing 3d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty.
  • Protect The guardian protects a creature of your choice. Each time the chosen creature would take damage and the guardian is adjacent to it, the guardian takes the first 10 damage instead of the ally. This protection lasts until you command the guardian to attack or to protect a different creature, or the guardian is destroyed.

Heightened (+2) The guardian's damage increases by 1d8, and its Hit Points increase by 20.

Cantrips

PFS StandardDivine Lance [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate Sanctified Spirit 
Source Player Core pg. 325
Range 60 feet; Targets 1 creature
Defense AC
You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).
Heightened (+1) The damage increases by 1d4.

PFS StandardVoid Warp [two-actions] Cantrip 1

Cantrip Concentrate Manipulate Void 
Source Player Core pg. 366
Range 30 feet; Targets 1 living creature
Defense basic Fortitude
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
Heightened (+1) The damage increases by 1d4.