6th

PFS StandardFeeblemind  [two-actions] Spell 6

Legacy Content

Curse Enchantment Incapacitation Mental 
Source Core Rulebook pg. 337
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You drastically reduce the target's mental faculties. The target must attempt a Will save. The effects of this curse can be removed only through remove curse or another effect that targets curses.

Critical Success The target is unaffected.
Success The target is stupefied 2 for 1 round.
Failure The target is stupefied 4 with an unlimited duration.
Critical Failure The target’s intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as –5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM’s control.

PFS StandardPhantasmal Calamity  [two-actions] Spell 6

Concentrate Illusion Manipulate Mental 
Source Player Core pg. 349
Range 500 feet; Area 30-foot burst
Defense Will
A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.
Heightened (+1) The damage increases by 2d6.

5th

PFS StandardBlack Tentacles  [three-actions] Spell 5

Legacy Content

Conjuration 
Source Core Rulebook pg. 321
Cast [three-actions] material, somatic, verbal
Range 120 feet; Area 20-foot burst adjacent to a flat surface
Duration 1 minute
Oily black tentacles rise up and attempt to capture creatures in the area. Make spell attack rolls against the Fortitude DC of each creature in the area. Any creature you succeed against is grabbed by a tentacle and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature already grabbed.

The tentacles' Escape DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can Dismiss the spell.

PFS StandardSynaptic Pulse  [two-actions] Spell 5

Concentrate Incapacitation Manipulate Mental 
Source Player Core pg. 362
Area 30-foot emanation
Defense Will; Duration 1 round
You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save.

Critical Success The creature is unaffected.
Success The creature is stunned 1.
Failure The creature is stunned 2.
Critical Failure The creature is stunned for 1 round.

Cantrips

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.