7th

PFS StandardWarp Mind  [two-actions] Spell 7

Concentrate Emotion Incapacitation Manipulate Mental 
Source Player Core pg. 368
Range 120 feet; Targets 1 creature
Defense Will
You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, wish rituals and abilities that can remove non-magical effects can still counteract the effects.

Critical Success The target is unaffected.
Success The target spends the first action on its next turn with the confused condition.
Failure The target is confused for 1 minute.
Critical Failure The target is confused permanently.

3rd

PFS StandardEnthrall  [two-actions] Spell 3

Auditory Concentrate Emotion Manipulate 
Source Player Core pg. 329
Range 120 feet; Targets all creatures in range
Defense Will; Duration sustained
Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.

Each creature that comes within range has to attempt a save when you Sustain the spell. If you're speaking, enthrall gains the linguistic trait.

Critical Success The target is unaffected and notices that you tried to use magic.
Success The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled).
Failure The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately.
Critical Failure As failure, but the target can't attempt a save to end the fascination if it disagrees with you.