2nd

PFS StandardBarkskin  [two-actions] Spell 2

Legacy Content

Abjuration Plant 
Source Core Rulebook pg. 320
Cast [two-actions] somatic, verbal
Range touch; Targets 1 willing creature
Duration 10 minutes
The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt.
Heightened (+2) The resistances increase by 2, and the weakness increases by 3.

PFS StandardFlaming Sphere  [two-actions] Spell 2

Legacy Content

Evocation Fire 
Source Core Rulebook pg. 338
Cast [two-actions] somatic, verbal
Range 30 feet; Area 1 5-foot square
Saving Throw Reflex; Duration sustained up to 1 minute
You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range. It deals 3d6 fire damage (basic Reflex save) to each creature in that square.

Creatures that succeed at their save take no damage (instead of half).
Heightened (+1) The damage increases by 1d6.

PFS StandardSummon Elemental  [three-actions] Spell 2

Concentrate Manipulate Summon 
Source Player Core pg. 360
Range 30 feet
Duration sustained up to 1 minute
You summon a creature that has the elemental trait and whose level is 1 or lower to fight for you.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.


1st

PFS StandardFear  [two-actions] Spell 1

Concentrate Emotion Fear Manipulate Mental 
Source Player Core pg. 331
Range 30 feet; Targets 1 creature
Defense Will; Duration varies
You plant fear in the target; it must attempt a Will save.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.

PFS StandardHeal  [one-action] to [three-actions] Spell 1

Healing Manipulate Vitality 
Source Player Core pg. 335
Range varies; Targets 1 willing living creature or 1 undead creature
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

PFS StandardSpider Sting  [two-actions] Spell 1

Concentrate Manipulate Poison 
Source Player Core pg. 358
Range touch; Targets 1 creature
Defense Fortitude
You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes 1d4 poison damage.
Failure The target is afflicted with spider venom at stage 1.
Critical Failure The target is afflicted with spider venom at stage 2. Spider Venom (poison) Level 1; Maximum Duration 4 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 2 (1 round)

PFS StandardSummon Animal  [three-actions] Spell 1

Concentrate Manipulate Summon 
Source Player Core pg. 360
Range 30 feet
Duration sustained up to 1 minute
You summon a creature that has the animal trait and whose level is –1 to fight for you.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.


Cantrips

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 StandardProduce Flame  [two-actions] Cantrip 1

Legacy Content

Attack Cantrip Evocation Fire 
Source Core Rulebook pg. 360
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. The flame deals 2d4 fire damage.

Critical Success The target takes double damage and 1d4 persistent fire damage.
Success The target takes full damage.
Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.

PFS StandardStabilize  [two-actions] Cantrip 1

Cantrip Concentrate Healing Manipulate Vitality 
Source Player Core pg. 359
Range 30 feet; Targets 1 dying creature
Life energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

PFS StandardTanglefoot  [two-actions] Cantrip 1

Legacy Content

Attack Cantrip Conjuration Plant 
Source Core Rulebook pg. 377
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack 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.