(Image by Evlyn M)
I believe none of these are exactly the same as I found them, but I definitely adapted a few from Lungfungus and Skerples.
I only selected spells that suit my low-magic campaign.
If you feel like remaking the Orthodox Wizard or adding spells to it, this list might be useful.
Blink
R: Touch T: Self D: InstantTeleport up to [dice]x20' in the direction you are facing. If teleporting while moving, check Dex or fall prone.
Charm
R: 20' T: [Dice] creatures D: [Sum] turnsA humanoid of equal or lesser level than the caster regards the caster as a trusted friend. Invest 3 [dice] to instead target a monster up to 1 HD greater than the caster's level or 2d6 monsters of fewer HD than the caster's level.
Save to negate effect.
Command
R: Touch T: Creature D: [Sum] turnsA creature obeys one non-violent command, so long as the command is within the scope of the creature's personality. The command may be made of [dice] words.
Commune
R: Region of Deity T: A deity you have met D: InstantContact a deity you've met and ask [dice] yes/no questions. If [sum] is 10 or greater, you may ask any question using [dice] words.
Comprehend Languages
R: 0 T: Self D: [Dice] turns
Understand any communication. This allows reading ancient languages and interpreting wildlife, but it does not allow speaking any unknown language.
Control Weather
R: 0 T: Self D: [Dice] hoursCommand the weather in a general manner, such as summoning powerful wind, covering the sky in clouds, or causing a downpour. Limited by what is appropriate in this location and in this season.
The weather will be horrible in the affected locale [sum] hours after the effect ends.
Cure Light Wounds
R: touch T: creature D: InstantTarget creature heals [sum] HP. It costs 2 HP to remove one negative HP. This spell cannot remove Fatal Wounds, cure diseases, or heal lost limbs.
Darkness
R: 50' T: 20' radius area D: [Dice] turnsCreates darkness in an area.
Detect Evil
R: 100' T: Objects/creatures. D: [sum] turnsFind malicious or antisocial intent.
Detect Magic
R: 60' T: Objects/creatures D: [Dice] turnsMagical objects/creatures within 60' are known to you.
Detect Poison
R: 50ft T: Person/object D: [Dice] turns.Detect whether one target has been poisoned or is poisonous.
Erase
R: 50' T: Book or scroll. D: PermanentErases mundane writing. Erasing magical writing requires an Int check. Up to [dice] magical scrolls or 2*[dice] pages in a book.
False Sound
R: 150 ft T: D: [Dice] roundsCreate any sound (except speech) no louder than a screaming human, originating at a location of your choice.
Feather Fall
R: T: D:R: 10ft T: [sum] creatures or objects D: [dice]*2 rounds
Target(s) float gently downward at a rate of 25' per round.
Fireball
R: 200' T: 20' diameter D: InstantDoes [sum] fire damage to all objects within the sphere. Save for half.
Floating Disc
R: Touch T: Point D: [Sum] turnsAdditional 10 inventory slots moved alongside caster by floating disc (3' above ground.)
Fog
R: 50' T: 30' area D: [Sum] turnsObscures anything beyond 5' away. Sunlight, wind, or heat dissipate the fog in 1 turn.
Freedom of Movement
R: Touch T:Self D: [dice] turnsUnhindered by magical/nonmagical terrain including water/fluids. Move as if walking/climbing normally.
Gust of Wind
R: 150' T: Direction D: 1 roundSnuffs small flames or increases large flames. [Sum] HD or below creatures must Save or be knocked down.
Invisibility
R: Touch T: Object D: [Dice] turns while motionless + [sum] rounds in motion.Causes target to become temporarily invisible (but not silent.)
Knock
R: 50ft T: [dice] objects D: InstantObject is opened. Doors are flung wide, locks are broken, shackles are bent open, belts are undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armored creature, Save or armor is undone.
Works on doors locked by wizards (including doors locked by Slam Portal.)
Locate Object
R: 60' + 10'*[Level] T: Object D: 2 turns[Dice] turns of knowing the direction of the nearest desired object within 60'. Must be something the caster has seen before. Description of the item may be general (example: a guard) or specific (example: the captain of the city guards.)
Levitate
R: 0 T: creature or object D: ConcentrationYou will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10ft per round. Maximum weight is [dice]x250 lbs. Lasts as long as you concentrate, but you take 1d6 psychic damage per round after [dice]x3 rounds.
Purify Food and Water
R: Touch (container is enough) T: [Dice] rations or [sum] drinks D: InstantRemoves poison or causes good food/drink to spoil and become rancid.
Resist Weather
R: Touch T: Creature D: [Sum] turnsResist intense environmental conditions. This applies to storms, temperature, magic spells, etc. It grants a Boon to related Saving Throws and decreases related damage die results by 1.
Scrying
R: Unlimited T: Someone you've seen before D: [Dice rounds]Watch a person as if you are present. Target may Save to notice your floating head.
Shatter
R: 0 T: 25' area D: InstantBrittle objects of up to 1lb must Save or shatter within 25' radius.
Silence
R: 50' T: Creature or 15' area D: [Sum] turns.Save or be enveloped by a 15' sphere of silence.
Slam Portal
R: 100ft T: door D: instantSlams a door shut and locks it (if it has a lock.) Wooden doors will become stuck and require a Strength Check to open.
If you invest 2 or more [dice] the door becomes magically locked for [sum] hours.
If you invest 3 or more [dice], you may magically lock any number of doors in range for [sum] hours.
A Knock spell will open a magically-locked door instantly. Creatures with at least 3 more HD than the caster can noisily open a magically-locked door.
Sleep
R: 100' T: [Sum] HD noticed living creatures D: 4*[dice] turnsPuts creatures to sleep.
Speak with Dead
R: Touch T: Corpse D: [Dice] real-time minutesTarget will speak and knows what it knew in life, if it wishes. It might lie. It might ramble. It probably doesn't remember how it died.
Ventriloquism
R: Sight T: Object D: [Dice] turnsYour voice seems to originate from another source visible to you.
Water Breathing
R: Touch T: [Dice] creatures D: [Sum] turnsDuration divided evenly between all creatures touched.
Web
R: 20' T: Room or segment of passage D: [Dice]hoursFills area with a web which takes [sum]/2 rounds to get through. Flammable.