3rd

PFS StandardHarm  [one-action] to [three-actions] Spell 1

Manipulate Void 
Source Player Core pg. 334
Range varies; Targets 1 living creature or 1 willing undead creature
You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you're healing an undead creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

PFS StandardParalyze  [two-actions] Spell 3

Concentrate Incapacitation Manipulate Mental 
Source Player Core pg. 348
Range 30 feet; Targets 1 creature
Defense Will; Duration varies
You block the target's motor impulses before they can leave its mind, freezing target in place. The target must attempt a Will save.

Critical Success The target is unaffected.
Success The target is stunned 1.
Failure The target is paralyzed for 1 round.
Critical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Heightened (7th) You can target up to 10 creatures.

2nd

PFS StandardDarkness  [three-actions] Spell 2

Concentrate Darkness Manipulate 
Source Player Core pg. 322
Range 120 feet; Area 20-foot burst
Duration 1 minute
You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell's rank or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.
Heightened (4th) Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as concealed.

PFS StandardFalse Vitality  [two-actions] Spell 2

Concentrate Manipulate 
Source Player Core pg. 331
Duration 8 hours
You augment your flesh with the energies typically used to manipulate the undead. You gain 10 temporary Hit Points.
Heightened (+1) The temporary Hit Points increase by 3.

PFS StandardSee the Unseen  [two-actions] Spell 2

Concentrate Manipulate Revelation 
Source Player Core pg. 355
Duration 10 minutes
Your gaze pierces through illusions and finds invisible creatures and spirits. You can see invisible creatures as though they weren't invisible, although their features are blurred, making them concealed and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object's surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.
Heightened (5th) This spell has a duration of 8 hours.

1st

PFS StandardEnfeeble  [two-actions] Spell 1

Concentrate Manipulate 
Source Player Core pg. 329
Range 30 feet; Targets 1 creature
Defense Fortitude; Duration varies
You sap the target's strength, depending on its Fortitude save.

Critical Success The target is unaffected.
Success The target is enfeebled 1 until the start of your next turn.
Failure The target is enfeebled 2 for 1 minute.
Critical Failure The target is enfeebled 3 for 1 minute.

PFS StandardGentle Landing  [reaction] Spell 1

Air Concentrate 
Source Player Core pg. 333
Trigger A creature within range is falling
Range 60 feet; Targets 1 falling creature
Duration 1 minute
You raise a magical updraft to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.

PFS StandardGrim Tendrils  [two-actions] Spell 1

Concentrate Manipulate Void 
Source Player Core pg. 334
Area 30-foot line
Defense Fortitude
Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 void damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half the void damage and no persistent bleed damage.
Failure The creature takes full damage.
Critical Failure The creature takes double void damage and double persistent bleed damage.
Heightened (+1) The void damage increases by 2d4, and the persistent bleed damage increases by 1.