SMV
Burning Hands
Range
Casting Time
Save
1/2 
AoE
The caster 
Duration
Instantaneous 
Damage
1d3+ 2/level 
Materials
 
When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fan-like sheet of flames: the wizard's thumbs must touch each other and fingers must be spread. The burning hands send out flame jets of five-foot length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage.

Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (e.g., cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.
Residue
Common
School
Alteration 
Source
Players Hand Book page 170
SMV
Detect Magic
Range
Casting Time
Save
None 
AoE
10 ft. path, x 60 ft. long 
Duration
2 rds./level 
Damage
 
Materials
 
When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round.
A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.
Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.
Residue
Common
School
Divination 
Source
Players Hand Book page 172
SMV
Hold Portal
Range
20 yds./level 
Casting Time
Save
None 
AoE
20 sq. ft./level 
Duration
1 rd./level 
Damage
 
Materials
 
This spell magically bars a door, gate, or valve of wood, metal, or stone. The magical closure holds the portal fast, just as if it were securely closed and locked.

Any extra-planar creature (djinn, elemental, etc.) with 4 or more Hit Dice can shatter the spell and burst open the portal. A wizard of 4 or more experience levels higher than the spellcaster can open the held portal at will. A knock spell or a successful dispel magic spell can negate the hold portal.

Held portals can be broken or physically battered down.
Residue
Uncommon
School
Alteration 
Source
Players Hand Book page 175
SMV
Hypnotism
Range
5 yds. 
Casting Time
Save
Negate 
AoE
30 ft. cube 
Duration
1 rd.+ 1 rd./level 
Damage
 
Materials
 
The gestures of the wizard, along with his droning incantation, cause 1d6 creatures within the area to become susceptible to a suggestion - a brief and reasonable-sounding request (see the 3rd-level wizard suggestion spell). The request must be given after the hypnotism spell is cast.

Until that time the success of the spell is unknown. Note that the subsequent suggestion is not a spell, but simply a vocalized urging (the caster must speak a language the creature understands for this spell to work).

Creatures that successfully roll their saving throws are not under hypnotic influence. Those who are exceptionally wary or hostile save with +1 to +3 bonuses. If the spell is cast at an individual creature that meets the caster's gaze, the saving throw is made with a penalty of -2.

A creature that fails its saving throw does not remember that the caster enspelled it.
Residue
Rare
School
Enchantment 
Source
Players Hand Book page 175
SMV
Read Magic
Range
Casting Time
1 rd. 
Save
None 
AoE
Special 
Duration
2 rds./level 
Damage
 
Materials
a clear crystal or mineral prism 
By means of a read magic spell, the wizard is able to read magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Residue
Common
School
Divination 
Source
Players Hand Book page 178
SMV
Unseen Servant
Range
Casting Time
Save
None 
AoE
30-ft. radius 
Duration
1 hr.+ 1 turn/level 
Damage
 
Materials
a piece of string and a bit of wood 
The unseen servant is a non-visible, mindless, and shapeless force, used to step and fetch, open unstuck doors, and hold chairs, as well as to clean and mend. It is not strong, but unfailingly obeys the command of the wizard.

It can carry out only one activity at a time and can move only light-weight items - carry a maximum of 20 pounds or push or pull 40 pounds across a smooth surface. It can open only normal doors, drawers, lids, etc.

The unseen servant cannot fight, nor can it be killed, as it is a force rather than a creature. It can be magically dispelled, or eliminated after receiving 6 points of damage from area-effect spells, breath weapons, or similar attacks. If the caster attempts to send it beyond the allowed radius, the spell ends immediately.

The material components of the spell are a piece of string and a bit of wood.
Residue
Common
School
Conjuration 
Source
Players Hand Book page 180