2nd

PFS StandardBlood Vendetta  [reaction] Spell 2

Curse 
Source Player Core pg. 318
Trigger A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed
Range 30 feet; Targets the triggering creature
Defense Will; Duration varies
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.

Critical Success The target is unaffected.
Success The target takes half the persistent bleed damage.
Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
Critical Failure As failure, but the target takes double the persistent bleed damage.
Heightened (+2) The persistent bleed damage increases by 2d6.

PFS StandardParanoia  [two-actions] Spell 2

Concentrate Illusion Manipulate Mental 
Source Player Core pg. 348
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 minute
You cause the target to see all other creatures as dire threats. The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.

Critical Success The target is unaffected.
Success The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.
Failure As success, but the effect lasts 1 minute.
Critical Failure As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.
Heightened (6th) You can target up to 5 creatures.

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.