10th

PFS StandardRevival  [two-actions] Spell 10

Concentrate Healing Manipulate Vitality 
Source Player Core pg. 353
Range 30 feet; Targets dead creatures and living creatures of your choice within range
Duration sustained up to 1 minute
A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. You return any number of dead targets to life temporarily, with the same effects and limitations as raise dead. The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by disintegrate or a death effect. It has no effect on undead.

PFS StandardWrathful Storm  [three-actions] Spell 9

Air Cold Electricity Manipulate 
Source Player Core pg. 369
Range 800 feet; Area 400-foot burst
Duration sustained up to 1 minute
A massive storm cloud forms in the air above the area, spreading rain and gales. The wind imposes a –4 circumstance penalty to physical ranged attacks. The air in the area is greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain it on subsequent rounds, you can choose one of the following storm effects. You can't choose the same effect twice in a row.
  • Blizzard The driving snow deals 4d8 cold damage to each creature in or below the storm with no save. Everything in or beneath the cloud is concealed by driving snow and any ground is difficult terrain.
  • Hail Each creature in or below the storm takes 4d10 bludgeoning damage with a basic Fortitude save.
  • Lightning Choose up to 10 creatures in or below the storm to be struck by lightning. Each of them takes 7d6 electricity damage with a basic Reflex save.
  • Tornado A roughly cylindrical whirlwind appears in or below the cloud in a 30-foot radius. Each creature in the whirlwind is thrown 40 feet upward.

Heightened (10th) The range increases to 2,000 feet and the cloud is a 1,000-foot burst.

9th

PFS StandardSoothing Spring Spell 4

Concentrate Healing Manipulate Vitality Water 
Source Impossible Magic pg. 162
Cast 1 minute
Range 30 feet
Duration 1 hour
Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You can draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains 10d8 Hit Points and feels refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn’t remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn’t addressed.

The pool is 20 feet on each side, and it’s 5 feet deep. It can contain 16 Medium or smaller creatures at a time. A Large creature counts as four Medium creatures, but a Huge creature fills the entire pool. This pool has the structure trait and the same restrictions as magic items that create structures.
Heightened (+1) The healing increases by 2d8.

Constants

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.