7th

PFS StandardPlane Shift Spell 7

Legacy Content

Uncommon Conjuration Teleportation 
Source Core Rulebook pg. 357
Cast 10 minutes (focus, material, somatic, verbal)
Range touch; Targets 1 willing creature, or up to 8 willing creatures joining hands
You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks.

The spell is highly imprecise, and you appear 1d20x25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.

PFS StandardTeleport Spell 6

Uncommon Concentrate Manipulate Teleportation 
Source Player Core pg. 363
Cast 10 minutes
Range 100 miles; Targets you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature
You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.
Heightened (7th) You and the other targets can travel to any location within 1,000 miles.
Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.
Heightened (9th) You and the other targets can travel to any location on another planet within the same solar system. If you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.
Heightened (10th) As the 9th-rank version, but you and the other targets can travel to any planet within the same galaxy.

4th

PFS StandardDimension Door  [two-actions] Spell 4

Legacy Content

Conjuration Teleportation 
Source Core Rulebook pg. 328
Cast [two-actions] somatic, verbal
Range 120 feet
Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost.
Heightened (5th) The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour.

Constants

PFS StandardAir Walk  [two-actions] Spell 4

Legacy Content

Air Transmutation 
Source Core Rulebook pg. 317
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Duration 5 minutes
The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.