5th

PFS StandardCrisis of Faith  [two-actions] Spell 3

Concentrate Manipulate Mental 
Source Player Core pg. 322
Range 30 feet; Targets 1 creature
Defense Will
You assault the target's faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.

Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage; if the target can cast divine spells, it's stupefied 1 for 1 round.
Critical Failure The target takes double damage, is stupefied 1 for 1 round, and can't cast divine spells for 1 round.

To many deities, casting this spell on a follower of your own deity without significant cause is anathema.
Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).

PFS StandardDispel Magic  [two-actions] Spell 2

Concentrate Manipulate 
Source Player Core pg. 325
Range 120 feet; Targets 1 spell effect or unattended magic item
You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.

4th

PFS StandardAnathematic Reprisal  [reaction] Spell 4

Legacy Content

Enchantment Mental 
Source Core Rulebook pg. 317
Cast [reaction] somatic, verbal; Trigger A creature performs an act anathema to your deity.
Range 30 feet; Targets the triggering creature
Saving Throw Will
You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed.

You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing.

You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round. The creature is then temporarily immune for 1 minute.
Heightened (+1) The damage increases by 1d6.