10th

PFS StandardDominate  [two-actions] Spell 6

Uncommon Concentrate Incapacitation Manipulate Mental 
Source Player Core pg. 326
Range 30 feet; Targets 1 creature
Defense Will; Duration until your next daily preparations
You take command of the target, forcing it to obey you. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save.

Critical Success The target is unaffected.
Success The target is stunned 1 as it fights off your commands.
Failure You control the target. It gains the controlled condition, but it can attempt a Will save at the end of each of its turns. On a success, the spell ends.
Critical Failure As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies.
Heightened (10th) The duration is unlimited.

PFS StandardRemake Spell 10

Uncommon Concentrate Manipulate 
Source Player Core pg. 352
Cast 1 hour; Cost a remnant of the item
Range 5 feet
You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. The remnant of the item can be small or insignificant (even a speck of dust that remains from disintegrate is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power.

The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter.

8th

PFS StandardPunishing Winds  [three-actions] Spell 8

Air Concentrate Manipulate 
Source Player Core pg. 351
Range 100 feet; Area 30-foot radius, 100-foot-tall cylinder
Duration sustained up to 1 minute
Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen.

The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.

PFS StandardWhirlpool  [three-actions] Spell 8

Concentrate Manipulate Water 
Source Rage of Elements pg. 175
Range 500 feet; Area 25-foot radius, 20-foot tall cylinder
Defense Reflex; Duration sustained up to 1 minute
With a spin of your hand, you create a large swirling vortex of storming waves. All squares in the whirlpool are difficult terrain. The constant churning of the fierce waves means that creatures are constantly tossed between areas of air and water, allowing both air- and water-breathing creatures to breathe within the vortex. Any creature with a swim Speed can Swim instead of Stride to move within the whirlpool; the DC to Swim within it is equal to your spell DC.

All creatures in the area take 6d10 bludgeoning damage as the waves crash into them. On subsequent rounds, the first time you Sustain the spell each round, the waves crash again with the same effect.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is drawn 10 feet toward the center of the whirlpool.
Critical Failure The creature takes double damage and is drawn to the center of the whirlpool.
Heightened (+1) The bludgeoning damage increases by 1d10.

7th

PFS StandardResist Energy  [two-actions] Spell 2

Concentrate Manipulate 
Source Player Core pg. 353
Range touch; Targets 1 creature
Duration 10 minutes
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.
Heightened (4th) The resistance increases to 10, and you can target up to two creatures.
Heightened (7th) The resistance increases to 15, and you can target up to five creatures.