Some spell descs. to use if you want them:
C1. Remove Fear: path 60' X 10' ; can slowly rotate 360° before spell ends.Obstructed by 1/2" metal, 6" stone, or 1' wood; lead always masks
M1. Ventriloquism: unwilling subject: sorcery saving throw
W1 (etc.). Light: 30' d. soft, light; center on eyes: sorc. sv. or part blind, −2 “to hit”, AC, and saving throws; end at will; dispel darkness spell, but not cont. darkness.
W1. Scare: 1 creature, sv. sorc.or cowering and trembling; if attacked or cornered fight at −1 “to hit”
W1 (etc.). Unseen Servant: 1 turn to cast,gem @ 50+ gp; carry 10-pound item (drag 20), tie, mend, open door, or other menial: MV 30 (no run), AC 5, HD 1, hp 6, SV 17. Caster stay w/in 120'
D1 (etc). Magic Stone: One pebble; hurl as normal stones (see VOL. I, EQUIPMENT, missile weapons) or launched with a sling; +1 “to hit” and inflicts 2 hp damage
D1. Sanctuary from Animals: Sv. sorc. or animals completely ignore; can move inoffensively
N1. Extermination: Kill rodents and vermin, 1' × 1' × 1'/CA. Small animals (ordinary bats, rats, and small birds, for instance) of 1/4 HD, save. vs. death; slays up to 2.
N1, W1: Locate the Dead: Kill rodents and vermin, 1' × 1' × 1'/CA. Small animals (ordinary bats, rats, and small birds, for instance) of 1/4 HD, save. vs. death; slays up to 2.
N1 (etc.). Protection from Good: Kill rodents and vermin, 1' × 1' × 1'/CA. Small animals (ordinary bats, rats, and small birds, for instance) of 1/4 HD, save. vs. death; slays up to 2.
I1. Terrify: Eye contact; sorcery save; caster must pretend to approach; victim turns and run' if the victim is cornered, cowers unless attacked
M1. Decipher Language: Treasure maps and secret symbols may also be decoded.
M1. Detect Magic: path 60' X 10' ; can slowly rotate 360° before spell ends.Obstructed by 1/2" metal, 6" stone, or 1' wood; lead always masks
M1. Grease: 2 × 2'/CASv. avoid. or fall; prone; if cast on an enemy or something held/worn, sv. sorc.
M1. Identify: 6 t. to cast; sac. 100 gp/item; 1 item/CA; must handle; lose 8 CON drain; rest 1 CON/hr.; CON 3 or lower, unconscious 24 hrs.
M1. Magic Missile: 1d4+1 dmg./missile; +1 missile odd levels.
M1. Sleep: 4 HD or less; a 30' d.; 2d8, starting with the lowest (ignore +); target 1 crt. up to 5 HD
M1 (P1). Sorecerous Armour: Field like lthr. (AC 7); no effect if armoured; lasts until dispelled, or cumu. dmg.= 10 hp +1/CA. Does not work with prot. devices except cloak/scarab
M1. Spider Climb: Sheer or vertical surfaces, inc. smooth; 1/2 MV; cannot manip. objs. weigh less than 1 lb.; remove gauntlets and heavy footwear.
P1. Flash: 1 hr. to cast, using ungulate bladder; 5 small capsules of densely packed powder; throw to blind 1d4 rnd.
P1. Melt Ice: 30 cu. ft/CA level. 30 cu. ft/rnd.; inst. on light, fluffy snow; if melt ice under feet of opp., avoidance save to elude the melting area.
That's all I have so far! Hope they help with the spell database.