9th

PFS StandardInterplanar Teleport Spell 7

Uncommon Concentrate Manipulate Teleportation 
Source Player Core pg. 339
Cast 10 minutes; Requirements You have a planar key for the destination plane, used as a locus
Range 5 feet; Targets up to 8 willing creatures
You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Netherworld, or the Outer Rifts. You must know the destination plane exists and use a magic planar key created from material from that plane as a locus for the spell. While the planar keys for most prominent planes are uncommon, just like the spell interplanar teleport, more obscure planes and demiplanes often have rare or possibly even unique planar keys.

The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Interplanar teleport doesn't provide a means of return travel, though casting interplanar teleport again allows you to return to your previous plane unless there are extenuating circumstances.

PFS StandardPhantasmagoria  [two-actions] Spell 9

Concentrate Death Illusion Manipulate Mental 
Source Player Core pg. 349
Range 120 feet; Targets any number of creatures
Defense Will
You fill the targets' minds with endless images, like countless dreams and lives colliding with each other. The onrushing information deals 16d6 mental damage to each target, depending on its Will save.

Critical Success The target is unaffected.
Success The target takes half damage and can't use reactions until the start of your next turn.
Failure The target takes full damage and is confused until the start of your next turn.
Critical Failure The target takes double damage and is confused for 1 minute.

PFS StandardSeize Soul  [two-actions] Spell 9

Uncommon Concentrate Manipulate Unholy 
Source Player Core pg. 355
Requirements item worth at least the target's level × 100 gp
Range 30 feet; Targets 1 creature that died within the last minute
Duration unlimited
You trap the target's soul in the item before the soul can pass on to the afterlife. The item used to contain the soul can be anything as long as it's of the appropriate value. The item has AC 16 and its normal Hardness and HP. Destroying (not just breaking) an item or counteracting seize soul releases the soul to the afterlife. While the soul is in the item, the target can't be returned to life through any means, even powerful magic such as a wish ritual. If the item is destroyed or seize soul is counteracted on the item, the soul is freed. An item can't hold more than one soul, and any attempt wastes the spell.

You can also target an item that has had a soul trapped in it with a second casting of seize soul, which destroys the item and either releases the soul or relocates it to a different item, whichever you choose. This fails if the target is an artifact or the trapped soul is a creature of 19th level or higher.

PFS StandardTranslocate  [two-actions] Spell 4

Concentrate Manipulate Teleportation 
Source Player Core pg. 363
Range 120 feet
You instantly transport yourself and any items you're wearing and holding from your current space to an unoccupied space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost.
Heightened (5th) The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are then temporarily immune for 1 hour.

Constants

PFS StandardTruesight  [two-actions] Spell 6

Concentrate Manipulate Revelation 
Source Player Core pg. 364
Duration 10 minutes
You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion, morph, or polymorph effect in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).

PFS StandardUnfettered Movement  [two-actions] Spell 4

Concentrate Manipulate 
Source Player Core pg. 365
Range touch; Targets 1 creature touched
Duration 10 minutes
You repel hindrances that would affect a creature. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher rank than the unfettered movement spell.