8th

PFS StandardEarthquake  [two-actions] Spell 8

Concentrate Earth Manipulate 
Source Player Core pg. 327
Range 500 feet; Area 60-foot burst
Duration 1 round
You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.
  • Shaking Ground The ground is difficult terrain, and creatures on it take a –2 circumstance penalty to attack rolls, AC, and skill checks.
  • Fissures Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require successful DC 15 Athletics checks to Climb.
  • Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage to each creature caught in it with a basic Reflex save. A creature falls prone unless it critically succeeds and falls into a fissure if it critically fails.

Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.

6th

PFS StandardEarthbind  [two-actions] Spell 3

Concentrate Earth Manipulate 
Source Player Core pg. 327
Range 120 feet; Targets 1 flying creature
Defense Fortitude; Duration varies
Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage.

Critical Success The target is unaffected.
Success The target falls safely up to 120 feet.
Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round.
Critical Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute.

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.