6th

PFS StandardNightmare Spell 4

Concentrate Illusion Manipulate Mental 
Source Player Core pg. 346
Cast 10 minutes
Range planetary; Targets 1 creature you know by name
Defense Will; Duration 1 day
You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save.

Critical Success The target is unaffected and is temporarily immune for 1 week.
Success The target has the nightmares but has no adverse effects other than unpleasant memories.
Failure The target has the nightmares and awakens fatigued.
Critical Failure The target has the nightmares, awakens fatigued, and is drained 2 until it is no longer fatigued.

Constants

PFS StandardBlink  [two-actions] Spell 4

Legacy Content

Conjuration Teleportation 
Source Core Rulebook pg. 321
Cast [two-actions] somatic, verbal
Duration 1 minute
You blink quickly between the Material Plane and the Ethereal Plane. You gain resistance 5 to all damage (except force). You can Sustain the Spell to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn't trigger reactions. At the end of your turn, you vanish and reappear as above.
Heightened (+2) The resistance increases by 3.

PFS StandardSpider Climb  [two-actions] Spell 2

Legacy Content

Transmutation 
Source Core Rulebook pg. 371
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Duration 10 minutes
Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed.
Heightened (5th) The duration increases to 1 hour.

PFS StandardWater Walk  [two-actions] Spell 2

Concentrate Manipulate Water 
Source Player Core pg. 369
Range touch; Targets 1 creature
Duration 10 minutes
The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.
Heightened (4th) The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures.