5th

PFS StandardHallucination  [two-actions] Spell 5

Illusion Incapacitation Manipulate Mental Subtle 
Source Player Core pg. 334
Range 30 feet; Targets 1 creature
Duration 1 hour
The target consistently detects one thing as another, can't detect something that's there, or detects something that's not there, though it doesn't alter their beliefs. You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved good luck charm on their person even when it isn't, or see a tower in the center of town.

The target can attempt an initial Will save, with effects below. They also receive a Will save to disbelieve the hallucination every time they Seek or directly interact with the hallucination. For example, the target could attempt to disbelieve the hallucination each time they interacted with an elf, bumped into their brother accidentally, tried to check their charm, or studied the tower. The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower.

Critical Success The creature is unaffected.
Success The creature perceives what you chose until it disbelieves, but it knows what the hallucination is.
Failure The creature perceives what you chose until it disbelieves.
Critical Failure The creature perceives what you chose until it disbelieves, and it trusts its false senses, taking a –4 circumstance penalty to saves to disbelieve.
Heightened (6th) Choose to either target up to 10 creatures or change the spell's duration to until your next daily preparations.
Heightened (8th) Choose to either target any number of creatures or change the spell's duration to unlimited.

4th

PFS StandardDimension Door  [two-actions] Spell 4

Legacy Content

Conjuration Teleportation 
Source Core Rulebook pg. 328
Cast [two-actions] somatic, verbal
Range 120 feet
Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost.
Heightened (5th) The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour.

PFS StandardHallucinatory Terrain Spell 4

Legacy Content

Uncommon Illusion 
Source Core Rulebook pg. 343
Cast 10 minutes (material, somatic, verbal)
Range 500 feet; Area 50-foot burst
Duration until the next time you make your daily preparations
You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.

Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures).

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.

PFS StandardMirror Image  [two-actions] Spell 2

Legacy Content

Illusion Visual 
Source Core Rulebook pg. 352
Cast [two-actions] somatic, verbal
Duration 1 minute
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).

Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.