5th

PFS StandardHowling Blizzard  [two-actions] or [three-actions] Spell 5

Air Cold Concentrate Manipulate 
Source Player Core pg. 335
Area varies
Defense basic Reflex
Freezing winds extend from your hands, pushing away from you with great force. If you Cast this Spell with 2 actions, it has an area of a 60-foot cone; if you Cast this Spell with 3 actions, it has a range of 500 feet and an area of a 30-foot burst. Each creature in the area takes 10d6 cold damage with a basic Reflex save. Snowdrifts and icy gales fill the area until the start of your next turn, making the area difficult terrain.
Heightened (+1) The damage increases by 2d6.

PFS StandardImpaling Spike  [two-actions] Spell 5

Concentrate Manipulate Metal 
Source Player Core pg. 338
Range 30 feet; Targets 1 creature
Defense Reflex; Duration 1 minute
You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals 8d6 piercing damage. The target must attempt a Reflex save.

Critical Success The target dodges the spike and is unaffected.
Success The target is struck by the spike and takes half damage.
Failure The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes immobilized. It can attempt to Escape (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns.
Critical Failure As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is off-guard as long as it's impaled.
Heightened (+1) The damage increases by 2d6.

4th

PFS StandardWall of Fire  [three-actions] Spell 4

Concentrate Fire Manipulate 
Source Player Core pg. 367
Range 120 feet
Duration 1 minute
You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage.
Heightened (+1) The fire damage increases by 1d6.

PFS StandardWeapon Storm  [two-actions] Spell 4

Concentrate Manipulate 
Source Player Core pg. 369
Area 30-foot cone or 10-foot emanation
Defense Reflex
You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die.

Critical Success The creature is unaffected.
Success The target takes half damage.
Failure The target takes full damage.
Critical Failure The target takes double damage and is subject to the weapon's critical specialization effect.
Heightened (+1) Add another damage die.

Cantrips

PFS StandardElectric Arc  [two-actions] Cantrip 1

Cantrip Concentrate Electricity Manipulate 
Source Player Core pg. 328
Range 30 feet; Targets 1 or 2 creatures
Defense basic Reflex
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d4.

PFS StandardGouging Claw  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate Morph 
Source Player Core pg. 333
Range touch; Targets 1 creature
Defense AC
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.

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 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.