2nd

PFS StandardCharm  [two-actions] Spell 1

Concentrate Emotion Incapacitation Manipulate Mental Subtle 
Source Player Core pg. 320
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until your next daily preparations.
Heightened (8th) The duration lasts until your next daily preparations, and you can target up to 10 creatures.

PFS StandardSpider Climb  [two-actions] Spell 2

Legacy Content

Transmutation 
Source Core Rulebook pg. 371
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Duration 10 minutes
Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed.
Heightened (5th) The duration increases to 1 hour.

PFS StandardTouch of Idiocy  [two-actions] Spell 2

Legacy Content

Enchantment Mental 
Source Core Rulebook pg. 378
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living creature
Saving Throw Will; Duration 1 minute
You dull the target's mind; the target must attempt a Will save.

Success The target is unaffected.
Failure The target is stupefied 2.
Critical Failure The target is stupefied 4.

Cantrips

PFS StandardRead Aura Cantrip 1

Cantrip Concentrate Detection Manipulate 
Source Player Core pg. 352
Cast 1 minute
Range 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.

Constants

PFS StandardMagic Aura Spell 1

Legacy Content

Uncommon Illusion 
Source Core Rulebook pg. 349
Cast 1 minute (material, somatic, verbal)
Range touch; Targets 1 object of 3 bulk or less
Duration until the next time you make your daily preparations
You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of a common magic item of twice magic aura's level or lower, or to have it register as being under the effects of a spell of your choice of magic aura's level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical.

A caster using detect magic or read aura of an equal or higher spell level can attempt to disbelieve the illusion from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher.
Heightened (3rd) You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature's aura appear as if it were under the effect of a spell you know.

PFS StandardNondetection Spell 3

Legacy Content

Uncommon Abjuration 
Source Core Rulebook pg. 355
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 creature or object
Duration 8 hours
You erect protective wards that make the target difficult to detect via magic. Nondetection attempts to counteract all detection, revelation, and scrying divinations made against the target or the target's gear throughout the duration, counting cantrips as 1st-level spells for this purpose. Successfully counteracting a divination that targets an area or multiple targets negates the effects only for nondetection's target.