6th

PFS StandardDivine Wrath  [two-actions] Spell 4

Concentrate Manipulate Sanctified Spirit 
Source Player Core pg. 326
Range 120 feet; Area 20-foot burst
Defense Fortitude
You channel the fury of divinity against your foes. You deal 4d10 spirit damage to enemies in the area, depending on their Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is sickened 1.
Critical Failure The creature takes full damage and is sickened 2; while it's sickened, it's also slowed 1.
Heightened (+1) The damage increases by 1d10.

PFS StandardParanoia  [two-actions] Spell 2

Concentrate Illusion Manipulate Mental 
Source Player Core pg. 348
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 minute
You cause the target to see all other creatures as dire threats. The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.

Critical Success The target is unaffected.
Success The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.
Failure As success, but the effect lasts 1 minute.
Critical Failure As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.
Heightened (6th) You can target up to 5 creatures.

5th

PFS StandardAbyssal Plague  [two-actions] Spell 5

Legacy Content

Chaotic Disease Evil Necromancy 
Source Core Rulebook pg. 316
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Saving Throw Fortitude
Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. The effect is based on the target's Fortitude save.

Abyssal Plague (disease); Level 9. The target can't recover from the drained condition from Abyssal plague until the disease is cured. Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day).

Critical Success The target is unaffected.
Success The target takes 2 evil damage per spell level, and takes a –2 status penalty to saves against Abyssal plague for 1 day or until the target contracts it, whichever comes first.
Failure The target is afflicted with Abyssal plague at stage 1.
Critical Failure The target is afflicted with Abyssal plague at stage 2.

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.

4th

PFS StandardGaseous Form  [two-actions] Spell 4

Legacy Content

Polymorph Transmutation 
Source Core Rulebook pg. 340
Cast [two-actions] somatic, verbal
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.