4th

PFS StandardVapor Form  [two-actions] Spell 4

Air Concentrate Manipulate Polymorph 
Source Player Core pg. 365
Range touch; Targets 1 willing creature
Duration 5 minutes
The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, and it uses its proficiency modifier for unarmored defense. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can Dismiss the spell.

2nd

PFS StandardInvisibility  [two-actions] Spell 2

Illusion Manipulate Subtle 
Source Player Core pg. 339
Range touch; Targets 1 creature
Duration 10 minutes
Illusions bend light around the target, rendering it invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.
Heightened (4th) The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.

1st

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 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.