3rd

PFS StandardWall of Wind  [three-actions] Spell 3

Air Concentrate Manipulate 
Source Player Core pg. 368
Range 120 feet
Duration 1 minute
You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects.
  • Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty.
  • The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in vapor form, can't pass through the wall.
  • A creature that attempts to fly through the wall using a move action must attempt a Fortitude save.


Critical Success The creature can move through the wall normally this turn.
Success The flying creature can move through the wall this turn, but the wall is difficult terrain.
Failure The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.
Critical Failure As failure, and the creature is pushed 10 feet away from the wall.

2nd

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 StandardGust of Wind  [two-actions] Spell 1

Air Concentrate Manipulate 
Source Player Core pg. 334
Area 60-foot line
Defense Fortitude; Duration until the start of your next turn
A violent wind issues forth from your palm, blowing from the point where you are when you Cast the Spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.

Critical Success The creature is unaffected.
Success The creature can't move against the wind.
Failure The creature is knocked prone. If it was flying, it takes the effects of critical failure instead.
Critical Failure The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.

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 StandardPummeling Rubble  [two-actions] Spell 1

Concentrate Earth Manipulate 
Source Player Core pg. 351
Area 15-foot cone
Defense Reflex
A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pushed 5 feet away from you.
Critical Failure The creature takes double damage and is pushed 10 feet away from you.
Heightened (+1) The damage increases by 2d4.

Constants

PFS StandardEndure Elements Spell 2

Legacy Content

Abjuration 
Source Core Rulebook pg. 335
Cast 10 minutes (somatic, verbal)
Range touch; Targets 1 willing creature
Duration until the next time you make your daily preparations
You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).
Heightened (3rd) The target is protected from severe cold and heat.
Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

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 StandardWater Breathing Spell 2

Concentrate Manipulate Water 
Source Player Core pg. 369
Cast 1 minute
Range 30 feet; Targets up to 5 creatures
Duration 1 hour
The targets can breathe underwater.
Heightened (3rd) The duration is 8 hours.
Heightened (4th) The duration is until your next daily preparations.