4th

PFS StandardConfusion  [two-actions] Spell 4

Concentrate Emotion Manipulate Mental 
Source Player Core pg. 321
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 minute
You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.

Critical Success The target is unaffected.
Success The target babbles incoherently and is stunned 1.
Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Critical Failure The target is confused for 1 minute, with no save to end early.
Heightened (8th) You can target up to 10 creatures.

PFS StandardPhantasmal Killer  [two-actions] Spell 4

Legacy Content

Death Emotion Fear Illusion Mental 
Source Core Rulebook pg. 357
Cast [two-actions] somatic, verbal
Range 120 feet; Targets 1 living creature
Saving Throw Will
You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save.

Critical Success The target is unaffected.
Success The target takes 4d6 mental damage and is frightened 1.
Failure The target takes 8d6 mental damage and is frightened 2.
Critical Failure The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait.
Heightened (+1) The damage increases by 2d6 on a failure and by 3d6 on a critical failure.

3rd

PFS StandardHypercognition  [one-action] Spell 3

Concentrate 
Source Player Core pg. 336
You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell. For these actions, you can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge.

PFS StandardLevitate  [two-actions] Spell 3

Concentrate Manipulate 
Source Player Core pg. 340
Range touch; Targets 1 unattended object or willing creature
Duration 5 minutes
You defy gravity and levitate the target 5 feet off the ground. You can Sustain the spell to move the target up or down 10 feet. A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across.

PFS StandardMind Reading  [two-actions] Spell 3

Uncommon Concentrate Detection Manipulate Mental 
Source Player Core pg. 343
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 round or sustained up to 1 minute
With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour.

Critical Success The target perceives vague surface thoughts from you when you Cast the Spell.
Success You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours.
Failure You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence is higher than, equal to, or lower than yours.
Critical Failure As failure, and for the duration of the spell, you can Sustain the spell to detect the target's surface thoughts again. The target doesn't receive any additional saves.

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.

PFS StandardDetect Magic  [two-actions] Cantrip 1

Cantrip Concentrate Detection Manipulate 
Source Player Core pg. 323
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

PFS StandardMage Hand  [two-actions] Cantrip 1

Legacy Content

Cantrip Evocation 
Source Core Rulebook pg. 349
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 unattended object of light Bulk or less
Duration sustained
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.

PFS StandardTelekinetic Projectile  [two-actions] Cantrip 1

Attack Cantrip Concentrate Manipulate 
Source Player Core pg. 363
Range 30 feet; Targets 1 creature
Defense AC
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target's AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.