3rd

PFS StandardParalyze  [two-actions] Spell 3

Concentrate Incapacitation Manipulate Mental 
Source Player Core pg. 348
Range 30 feet; Targets 1 creature
Defense Will; Duration varies
You block the target's motor impulses before they can leave its mind, freezing target in place. The target must attempt a Will save.

Critical Success The target is unaffected.
Success The target is stunned 1.
Failure The target is paralyzed for 1 round.
Critical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Heightened (7th) You can target up to 10 creatures.

PFS StandardVampiric Feast  [two-actions] Spell 3

Concentrate Death Manipulate Void 
Source Player Core pg. 365
Range touch; Targets 1 living creature
Defense basic Fortitude
Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 void damage to the target. You gain temporary Hit Points equal to half the void damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
Heightened (+1) The damage increases by 2d6.

2nd

PFS StandardRevealing Light  [two-actions] Spell 2

Concentrate Light Manipulate 
Source Player Core pg. 353
Range 120 feet; Area 10-foot burst
Defense Reflex; Duration varies
A wave of magical light washes over the area. You choose the appearance of the light, such as colorful, heatless flames or sparkling motes. A creature affected by revealing light is dazzled. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it is no longer concealed.

Critical Success The target is unaffected.
Success The light affects the creature for 2 rounds.
Failure The light affects the creature for 1 minute.
Critical Failure The light affects the creature for 10 minutes.

PFS StandardTelekinetic Maneuver  [two-actions] Spell 2

Attack Concentrate Force Manipulate 
Source Player Core pg. 363
Range 60 feet; Targets 1 creature
With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Reposition, Shove, or Trip the target using a spell attack roll instead of an Athletics check.

Cantrips

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 StandardLive Wire  [two-actions] Cantrip 1

Attack Cantrip Concentrate Electricity Manipulate Metal 
Source Player Core 2 pg. 248
Range 30 feet; Targets 1 creature
Defense AC
You conjure up a length of sharp copper filament humming with electrical current that strikes out at your foe. The wire deals 1d4 slashing damage and 1d4 electricity damage, depending on your spell attack roll against the target's AC.

Critical Success The target takes double damage and 1d4 persistent electricity damage.
Success The target takes full damage.
Failure The target takes the electricity damage, but not the slashing damage.
Critical Failure The target is unaffected.
Heightened (+2) The slashing damage, initial electricity damage, and persistent electricity damage on a critical hit each increase by 1d4.

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 StandardTelekinetic Hand  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate 
Source Player Core pg. 362
Range 30 feet; Targets 1 unattended object of Light bulk or less
Duration sustained
You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.

PFS StandardTelekinetic Projectile  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate 
Source Player Core pg. 363
Range 30 feet; Targets 1 creature
Defense AC
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target's AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.