2nd

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).

PFS StandardSudden Blight  [two-actions] Spell 2

Concentrate Manipulate Void 
Source Player Core 2 pg. 253
Range 120 feet; Area 20-foot burst
Defense basic Fortitude
You accelerate the processes of decay in the area. Each living creature in the area takes 2d10 void damage with a basic Fortitude save. A creature afflicted by a disease takes a –2 circumstance penalty to this save.

You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any magical effect on the plants before withering them.
Heightened (+1) The damage increases by 1d10.

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 StandardHarm  [one-action] to [three-actions] Spell 1

Manipulate Void 
Source Player Core pg. 334
Range varies; Targets 1 living creature or 1 willing undead creature
You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. 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 an undead creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

PFS StandardRay of Enfeeblement  [two-actions] Spell 1

Legacy Content

Attack Necromancy 
Source Core Rulebook pg. 362
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration 1 minute
A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.

Critical Success The target is unaffected.
Success The target becomes enfeebled 1.
Failure The target becomes enfeebled 2.
Critical Failure The target becomes enfeebled 3.

Cantrips

PFS StandardChill Touch  [two-actions] Cantrip 1

Legacy Content

Cantrip Necromancy Negative 
Source Core Rulebook pg. 323
Cast [two-actions] somatic, verbal
Range touch; Targets 1 living or undead creature
Saving Throw Fortitude
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.
  • Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
  • Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.

Heightened (+1) The negative damage to living creatures increases by 1d4.

PFS StandardDaze  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate Mental Nonlethal 
Source Player Core pg. 322
Range 60 feet; Targets 1 creature
Defense Will; Duration 1 round
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.

PFS StandardDivine Lance  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate Sanctified Spirit 
Source Player Core pg. 325
Range 60 feet; Targets 1 creature
Defense AC
You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).
Heightened (+1) The damage increases by 1d4.