Focus

PFS StandardFaerie Dust  [one-action] to [three-actions] Focus 1

Uncommon Concentrate Focus Manipulate Mental Sorcerer 
Source Player Core 2 pg. 264
Range 30 feet; Area 5-foot burst or more
Defense Will; Duration 1 round
You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use when Casting the Spell, increase the burst's radius by 5 feet.

Success The creature is unaffected.
Failure The creature can't use reactions and takes a –2 status penalty to Perception checks and Will saves.
Critical Failure As failure, and the creature also takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Heightened (+3) The initial radius increases by 5 feet.

1st

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 LimitedGritty Wheeze  [two-actions] Spell 1

Legacy Content

Uncommon Air Earth Evocation 
Source Threshold of Knowledge pg. 10
Cast [two-actions] somatic, verbal
Area 15-foot cone
Saving Throw Fortitude; Duration see below
You exhale desiccating grit and sand in a small cloud. Creatures in the area take 2d4 bludgeoning damage and must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw.

Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and is dazzled for 1 round.
Critical Failure The creature takes double damage and is dazzled for 1 minute.
Heightened (+1) The damage increases by 2d4.

PFS LimitedNettleskin  [two-actions] Spell 1

Legacy Content

Uncommon Plant Transmutation 
Source Threshold of Knowledge pg. 10
Cast [two-actions] somatic, verbal
Duration 1 minute
Thorns sprout from your body; they pass through and don't damage any clothing or armor you wear. Adjacent creatures that hit you with a melee or unarmed attack take 1d4 piercing damage as the nettles jab them and break off. Each time a creature takes damage in this way, nettleskin's duration decreases by 1 round.
Heightened (+1) The damage increases by 1d4.

Cantrips

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 StandardElectric Arc  [two-actions] Cantrip 1

Cantrip Concentrate Electricity Manipulate 
Source Player Core pg. 328
Range 30 feet; Targets 1 or 2 creatures
Defense basic Reflex
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d4.

PFS StandardGhost Sound  [two-actions] Cantrip 1

Legacy Content

Auditory Cantrip Illusion 
Source Core Rulebook pg. 340
Cast [two-actions] somatic, verbal
Range 30 feet
Duration sustained
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
Heightened (3rd) The range increases to 60 feet.
Heightened (5th) The range increases to 120 feet.

PFS StandardPrestidigitation  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate 
Source Player Core pg. 351
Range 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
  • Cook Cool, warm, or flavor 1 pound of nonliving material.
  • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
  • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or locus or cost for a spell.
  • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.

PFS StandardProduce Flame  [two-actions] Cantrip 1

Legacy Content

Attack Cantrip Evocation Fire 
Source Core Rulebook pg. 360
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. The flame deals 2d4 fire damage.

Critical Success The target takes double damage and 1d4 persistent fire damage.
Success The target takes full damage.
Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.