2nd

PFS StandardAnimal Messenger Spell 2

Concentrate Manipulate Mental 
Source Player Core pg. 315
Cast 1 minute
Range 120 feet
Duration see text
You offer food, and an ordinary Tiny animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. You can also attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby and allows nonhostile creatures to approach and remove the attached object. The spell ends after the message is delivered or after 24 hours, whichever comes first. If there are no Tiny wild animals in range, the spell is lost.

PFS StandardSpeak with Animals  [two-actions] Spell 2

Concentrate Manipulate 
Source Player Core pg. 358
Duration 1 hour
You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.

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 StandardFeather Fall  [reaction] Spell 1

Legacy Content

Abjuration 
Source Core Rulebook pg. 337
Cast [reaction] verbal; Trigger a creature within range is falling
Range 60 feet; Targets 1 falling creature
Duration 1 minute
You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.

Constants

PFS StandardPass Without Trace  [two-actions] Spell 1

Legacy Content

Abjuration 
Source Core Rulebook pg. 356
Cast [two-actions] somatic, verbal
Duration 1 hour
You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one pass without trace spell at a time.
Heightened (2nd) The duration increases to 8 hours.
Heightened (4th) The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.