2nd

PFS StandardEntangle  [two-actions] Spell 2

Legacy Content

Plant Transmutation 
Source Core Rulebook pg. 336
Cast [two-actions] somatic, verbal
Range 120 feet; Area all squares in a 20-foot-radius burst that contain plants or fungi
Duration 1 minute
Plants and fungi in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

PFS StandardSound Burst  [two-actions] Spell 2

Legacy Content

Evocation Sonic 
Source Core Rulebook pg. 370
Cast [two-actions] somatic, verbal
Range 30 feet; Area 10-foot burst
Saving Throw Fortitude
A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 round.
Critical Failure The creature takes double damage and is deafened for 1 minute, and stunned 1.
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 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 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 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 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.

PFS StandardGuidance  [one-action] Cantrip 1

Cantrip Concentrate 
Source Player Core pg. 334
Range 30 feet; Targets 1 creature
Duration until the start of your next turn
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

PFS StandardMessage  [one-action] Cantrip 1

Auditory Cantrip Concentrate Illusion Linguistic Mental Subtle 
Source Player Core pg. 343
Range 120 feet; Targets 1 creature
Duration see below
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
Heightened (3rd) The spell's range increases to 500 feet.