9th

PFS StandardCone of Cold  [two-actions] Spell 5

Legacy Content

Cold Evocation 
Source Core Rulebook pg. 325
Cast [two-actions] somatic, verbal
Area 60-foot cone
Saving Throw basic Reflex
Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area.
Heightened (+1) The damage increases by 2d6.

PFS StandardFeeblemind  [two-actions] Spell 6

Legacy Content

Curse Enchantment Incapacitation Mental 
Source Core Rulebook pg. 337
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You drastically reduce the target's mental faculties. The target must attempt a Will save. The effects of this curse can be removed only through remove curse or another effect that targets curses.

Critical Success The target is unaffected.
Success The target is stupefied 2 for 1 round.
Failure The target is stupefied 4 with an unlimited duration.
Critical Failure The target’s intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as –5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM’s control.

8th

PFS StandardDisappearance  [two-actions] Spell 8

Illusion Manipulate Subtle 
Source Player Core pg. 324
Range touch; Targets 1 target
Duration 10 minutes
You shroud a creature from others' senses. The target becomes invisible, but not merely to vision. The invisibility granted by disappearance applies to all precise senses an observer might have. It's still possible for a creature to find the target by Seeking using various senses, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of a creature that is otherwise undetectable.

PFS StandardIllusory Scene Spell 5

Auditory Concentrate Illusion Manipulate Olfactory Visual 
Source Player Core pg. 337
Cast 10 minutes
Range 500 feet; Area 30-foot burst
Duration 1 hour
You craft an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a mirage spell.

When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion.

Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.
Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.
Heightened (8th) As the 6th-rank version, and the duration is unlimited.

PFS StandardRepulsion  [two-actions] Spell 6

Aura Concentrate Manipulate Mental 
Source Player Core pg. 353
Area emanation up to 40 feet
Defense Will; Duration 1 minute
You manifest an aura that prevents creatures from approaching you. When casting the spell, you can make the area any radius you choose, up to 40 feet. A creature must attempt a Will save if it's within the area when you Cast the Spell or as soon as it enters the area while the spell is in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature's movement apply only if it voluntarily moves toward you; if you move closer to a creature, it doesn't then need to move away.

Critical Success The creature's movement is not restricted.
Success The creature treats each square in the area as difficult terrain when moving closer to you.
Failure The creature can't move closer to you within the area.

PFS StandardTeleport Spell 6

Uncommon Concentrate Manipulate Teleportation 
Source Player Core pg. 363
Cast 10 minutes
Range 100 miles; Targets you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature
You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.
Heightened (7th) You and the other targets can travel to any location within 1,000 miles.
Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.
Heightened (9th) You and the other targets can travel to any location on another planet within the same solar system. If you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.
Heightened (10th) As the 9th-rank version, but you and the other targets can travel to any planet within the same galaxy.

7th

PFS StandardMagic Missile  [one-action] to [three-actions] Spell 1

Legacy Content

Evocation Force 
Source Core Rulebook pg. 349
Cast [one-action] to [three-actions] (somatic, verbal)
Range 120 feet; Targets 1 creature
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You shoot one additional missile with each action you spend.