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.

4th

PFS StandardConfusion  [two-actions] Spell 4

Concentrate Emotion Manipulate Mental 
Source Player Core pg. 321
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 minute
You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.

Critical Success The target is unaffected.
Success The target babbles incoherently and is stunned 1.
Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Critical Failure The target is confused for 1 minute, with no save to end early.
Heightened (8th) You can target up to 10 creatures.

PFS StandardTalking Corpse Spell 4

Uncommon Concentrate Manipulate 
Source Player Core pg. 362
Cast 10 minutes
Range touch; Targets 1 corpse
Defense Will; Duration 10 minutes
You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects.

Critical Success The target can lie or refuse to answer, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time.
Success The target can provide false information or refuse to answer your questions.
Failure The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions.
Critical Failure As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a –2 status penalty to Deception checks to deceive or mislead you.

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.