5th

PFS StandardSpiritual Guardian  [two-actions] Spell 5

Concentrate Manipulate Sanctified Spirit 
Source Player Core pg. 359
Range 120 feet
Duration sustained up to 1 minute
A Medium guardian made of magical force appears in an unoccupied space in range. The spiritual guardian is translucent and wields a ghostly echo of one weapon you're wielding or wearing. If you have a deity, the guardian takes the form of one of your deity's attendants or servitors. If you sanctify the spell, the guardian's attacks are sanctified as well.

Creatures can move through the guardian's space but can't end their movement in it. You and your allies can flank with the guardian. The guardian doesn't have any other attributes a creature would normally have, aside from 50 Hit Points that it can't recover by any means and that it can lose only when protecting a creature (see below).

When you Cast the Spell and each time you Sustain it, you can have the guardian move to any unoccupied space within 120 feet of you and either attack or protect.
  • Attack The guardian makes a melee spell attack against an adjacent creature, dealing 3d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty.
  • Protect The guardian protects a creature of your choice. Each time the chosen creature would take damage and the guardian is adjacent to it, the guardian takes the first 10 damage instead of the ally. This protection lasts until you command the guardian to attack or to protect a different creature, or the guardian is destroyed.

Heightened (+2) The guardian's damage increases by 1d8, and its Hit Points increase by 20.

3rd

PFS StandardRing of Truth  [two-actions] Spell 3

Uncommon Concentrate Detection Manipulate Mental 
Source Player Core pg. 354
Range 30 feet; Area 20-foot burst
Defense Will; Duration 10 minutes
You designate an area in which lies are revealed. Creatures in the area also take a –2 status penalty to Deception checks. Each time a creature in the area speaks a true statement, the soft ring of a bell sounds in the area. Creatures are aware of the magic; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. If a creature is in the area when the spell is cast or later enters the area, that creature attempts a Will save. It uses the results of this initial save if it leaves and reenters the area.

Critical Success The target is so convincing that the bell rings even if they lie.
Success If the target lies and succeeds at their Deception check against all targets, the bell still rings.
Failure The bell accurately sees through their deception and will never ring if they lie.

2nd

PFS StandardShare Life  [two-actions] Spell 2

Concentrate Manipulate 
Source Player Core pg. 356
Range 30 feet; Targets 1 creature
Duration 10 minutes
You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.