3rd

PFS StandardEnthrall  [two-actions] Spell 3

Auditory Concentrate Emotion Manipulate 
Source Player Core pg. 329
Range 120 feet; Targets all creatures in range
Defense Will; Duration sustained
Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.

Each creature that comes within range has to attempt a save when you Sustain the spell. If you're speaking, enthrall gains the linguistic trait.

Critical Success The target is unaffected and notices that you tried to use magic.
Success The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled).
Failure The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately.
Critical Failure As failure, but the target can't attempt a save to end the fascination if it disagrees with you.

PFS StandardSafe Passage  [three-actions] Spell 3

Concentrate Manipulate 
Source Player Core pg. 355
Range touch; Area 10-foot-wide, 10-foot-tall 60-foot-long section of terrain
Duration sustained up to 1 minute
You make passage through the area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type.

Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area.
Heightened (5th) The granted resistance increases to 10, and the area can be 120 feet long.
Heightened (8th) The granted resistance increases to 15, and the area can be 500 feet long.

2nd

PFS StandardCalm  [two-actions] Spell 2

Concentrate Emotion Incapacitation Manipulate Mental 
Source Player Core pg. 319
Range 120 feet; Area 10-foot burst
Defense Will; Duration sustained up to 1 minute
You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.

Critical Success The creature is unaffected.
Success Calming urges impose a –1 status penalty to the creature's attack rolls.
Failure Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm.
Critical Failure As failure, but hostility doesn't end the effect.

PFS StandardDarkness  [three-actions] Spell 2

Concentrate Darkness Manipulate 
Source Player Core pg. 322
Range 120 feet; Area 20-foot burst
Duration 1 minute
You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell's rank or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.
Heightened (4th) Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as concealed.

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).

Cantrips

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.