I put the descriptions into Excel, but I don't have any way of posting that file for you. So here it is with | (pipes) separating the cells. I'm sure you know how to get that back into tabular form!
Type/Level | Name | Desc.
C1 | Magic Stone | 1 per 3 CA levels; hurl or sling by caster or ally. +1 “to hit,” 2 hp damage. sharp report upon impact. 1 at a time, unless w/in 10'. Lose ench. after throw.
C1 | Remove Fear | Fear-based saves +4 for duration OR new save at +2.
C1, D1, M1 | Detect Magic | Path 60' X 10' Slowly rotate 360°. Blocked by .5" metal, 6" stone, or 1' wood; lead always blocks.
C2 | Delay Poison | Poison that reduces hit points will do 1 hp per round, turn, or hour, although never below 1
C2 | Find Traps | Path 30' X 10' feet wide. Must concentrate, his hands spread wide before him, though can walk
N1 | Invisibility to Undead | Lasts until cancelled or dispelled or subject attacks. Intelligent undead creatures of 10 or more HD SV:Sorc. w/in 30'
N1 | Locate the Dead | 30' r. Can walk half speed; does not distinguish betwixt death/undeath. 10' earth, 5' wood, 3' stone, 1" metal (except lead). Can seek specific dead person.
N2 | Speak with Dead | Same lang., intact skull reqd. Up to three direct questions. Cannot be cast on same more than once or on undead.
N2 | Visualize Death | Last 10 minutes (1 turn) through eyes of deceased. Exhausted and emotionally troubled for 1d6 turns: half move, no cast spells or fight
D1 | Locate Ordinary Animal | Type must be well known; if in range, know direction but not the precise distance.
D1 | Purify Food and Drink | 1 cubic foot/CA; even poisonous made pure.
D1 | Shillelagh | Makes oaken club or unshod staff into +1 “to hit,” 2d4+1 dmg. Only the caster may wield.
D1, P1 | Faerie Fire | 10' sq/CA = 1 Medium or 2 Small creatures. Can be struck at a +1 “to hit”
D1 | Influence Normal Fire | Up to 3' max. diam. Doubled or shrink to size of lit match. Fuel consumption is impacted, but heat output is not.
D2 | Flaming Sphere | 6' diam., 10 MV as pointed, barriers to 5'. Lights combusts., creatures = 2d4 hp (SV:Sorc. = 0). Moves 1 r./CA with concentration; or stationary until duration elapses
D2 | Heat Metal | 1 Small creature or ½ Med/CA. Round 1: hot; Rnds 2–4: 1d4 dmg/r. Rnd. 5: 2d4 dmg. Rnds. 6–8: 1d4 dmg. Rnd. 9: Hot. Cloth, leather, or wood smoulder or catch fire
P1 | Smoke Cloud | 8,000 cu. ft. Can stand center, but movement places in smoke. Missiles up to fired 10' in at −4; longer ranges impossible; melee at −4.
P2 | Glitterdust | 25 gp gold dust to cast. 20' cube covers victims in sparkling gold dust. SV:Sorc. or blind: lose init., −4 to hit, AC, saves. Reveals invisible creatures
P2 | Fire Web | Ensnares and burns one Medium or smaller creature for 3d4 hp damage. SV:Avoidance = half damage, not ensnared. If trapped, +4 to hit, +2d4 hp on round 2, and 1d4 round 3. Flammable gear destroyed
D1 | Light | 30' d., dimmer than daylight. If centred on eyes, SV:Sorc or −2 “to hit,” AC, saves. End at will. Dispels darkness spell.
D1 | Fire Resistance | Fire and magical fire attacks are saved against with a +2 bonus.
P1 | Flaming Missile | 1d4+1 hp damage (1d6+1 hp versus undead). +1 dart/2 lvls.
P1 | Sorcerous Armour | Force field AC 7; lasts until dispelled cumulative damage = 10 hp, +1/CA; will not work with AC-enhancing devices, save cloak/scarab protection.
P2, M2 | Invisibility | Until cancelled, dispelled, or attacks; undetected, can attack at a +4; if attacked -4 IFF attacker has some idea where target is. 10+ HD, SV:sorc w/in 30' feet
P1 | Decipher Language | Magically interpret otherwise unintelligible written language (excepting magical writing). Treasure maps and secret symbols may also be decoded.
P2 | Levitate | Up or down at 10 MV. Max. 300 lbs. Horizontal movement not possible unless ceiling. If cast on another, concentrate, max. distance 20'/CA. If unwilling subject, SV:Sorc.
P2 | Ray of Enfeeblement | Auto. hit, 1d4 STR, SV:Sorc. If monsgter, reduce damage dice: d12 --> d10 --> d8 --> d6--> d4--> d3--> d2--> 1
I1 | Disguise Self | Up to 1' +/-and/or 25% =/- wt. General look and shape of any familiar man or humanoid. Duration rolled secretly.
I1 | Reflection | An image on any reflective surface. Still picture as vague or detailed as the sorcerer wishes.
I1 | Terrify | Eye contact; caster must pretend to approach ; victim turns and runs; if cornered, cowers; if attacked, spell broken.
I1 | Mirror Image | 1d4+1 illusory duplicates, AC 9+DEX, dispelled if struck.
I1 | Unseen Servant | 1 turn, gem at least 50 gp to cast. Clean, carry 10 lbs. (drag 20), tie knot, mend cloth, open unlocked door, etc. Cannot fight, magical weapons to hit. MV 30 (but it cannot run), AC 5, HD 1, hp 6, SV 17. 120' max. distance.
I2 | Rope Trick | 5-25' rope stands rigid; climb, at apex, caster and up to five allies can enter 20' × 20' × 20' space. Rope remains hanging; if pulled or spell expire, all fall out
M1 | Shocking Grasp | 1d8 hp damage, +1/CA. Must touch target or conductor. Metal armour is for AC
M1 | Grease | 2' × 2'/CA levelSV:Avoid. or slip and fall; prone (+4 to hit). If cast on enemy, SV:Sorc.
M1 | Hold Portal | Duration secret. Dispel magic negates; knock opens; 17+ STR might break; any magician whose CA is at least 3 levels higher can pass.
M2 | Knock | Opens any stuck or locked door, gate, or other portal, including a locked box, etc. Sorcerer locked door opened 1 turn
D1 | Pass Wthout Trace | Move through wilderness without footprint, scent, or other trace, regardless of armour type worn. Detect magic = faint footprints for 6 turns
W1 | Detect Evil | 60'X10' path. Evil artefacts or relics, dæmons, or the undead. Stationary, slowly rotate 360°; obst. 1" metal, 6" stone, 1' wood; any lead
W1 | Protection from Evil | Prevents summoned (e.g., dæmons, elementals) from attacking. All other Evil creatures attack at of −1 “to hit,”damage; +1 saves vs.
N1 | Skeleton Servant | 1 turn to cast, complete skeleton of man/humanoid. Can carry 10 lb.(or drag a 20), other menial taskw/in 240'. No fight.
M1 | Mount | Summon tame riding horse or camel; 2-in-6 with saddle and harness
C1 | Sanctuary | Sv. sorc. or opponents ignore caster. Offensive actions will break the spell.
M1 | Feather Fall | Caster or willing recipient is the mass and weight of a feather. No dmg. fall. Willing only.
M1 | Friends | + 2d4 CHA (18 max). Anyone spoken to, reaction roll: 9+: caster seen as charming, impressive, worth help. After spell, affected realize magic.
M1 | Write Spell | Allows the sorcerer to transfer a spell from one spell book to another
D1 | Detect Snares and Pits | Outdoor only. 30' X 10'. Must concentrate, though can walk
I1 | Hypnotism | 1d6 creat. Sv. sorc., hostile +1-+3 bonuses on their saving. Suggestion (as spell) until duration
I1 | Mirror Gaze | Mirror appears reflecting the gaze attacks at gazer, must save or be aff.