1st

PFS StandardCommand  [two-actions] Spell 1

Auditory Concentrate Linguistic Manipulate Mental 
Source Player Core pg. 321
Range 30 feet; Targets 1 creature
Defense Will; Duration until the end of the target's next turn
You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it's holding, drop prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save.

Success The creature is unaffected.
Failure The creature must spend the first action on its next turn to obey your command.
Critical Failure The target must use all its actions on its next turn to obey your command.
Heightened (5th) You can target up to 10 creatures.

PFS StandardPhantom Pain  [two-actions] Spell 1

Concentrate Illusion Manipulate Mental Nonlethal 
Source Player Core pg. 349
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 minute
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage with a Will save.

Critical Success The target is unaffected.
Success The target takes full initial damage but no persistent damage, and the spell ends immediately.
Failure The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2.
Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.

Cantrips

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.