5th

PFS StandardControl Water  [two-actions] Spell 5

Concentrate Manipulate Water 
Source Player Core pg. 321
Range 500 feet; Area 50 feet long by 50 feet wide
Defense Fortitude (see text); Duration 1 hour
By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Creatures that have the water trait and that are in the area when you Cast the Spell must attempt a Fortitude save, with the effects of the slow spell.

4th

PFS StandardCreate Water  [two-actions] Spell 1

Concentrate Manipulate Water 
Source Player Core pg. 322
Range 0 feet
As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.

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 StandardObscuring Mist  [three-actions] Spell 2

Legacy Content

Conjuration Water 
Source Core Rulebook pg. 355
Cast [three-actions] material, somatic, verbal
Range 120 feet; Area 20-foot burst
Duration 1 minute
You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.

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.

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.

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.