6th

PFS StandardChain Lightning  [two-actions] Spell 6

Concentrate Electricity Manipulate 
Source Player Core pg. 319
Range 500 feet; Targets 1 creature, plus any number of additional creatures
Defense basic Reflex
You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity then arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.
Heightened (+1) The damage increases by 1d12.

1st

PFS StandardMagic Weapon  [two-actions] Spell 1

Legacy Content

Transmutation 
Source Core Rulebook pg. 349
Cast [two-actions] somatic, verbal
Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 1 minute
The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

Constants

PFS StandardTrue Seeing  [two-actions] Spell 6

Legacy Content

Divination Revelation 
Source Core Rulebook pg. 378
Cast [two-actions] somatic, verbal
Duration 10 minutes
You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation 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).