TEXT: v1.1 — © 2021 Gavin Norman — necroticgnome.com
  CHARACTER RECORD SHEET
  1st Level Spells
  Cure light wounds (D Instant, R Touch, 1d6+1hp / cure paralysis)
  Detect evil (D 6 turns, R 120’, Evil objects / evil intentions glow)
  Detect magic (D 2 turns, R 60’, Magic glows)
  Light (D 12 turns, R 120’, 15’ radius light / blind / dispel dark)
  Protection from evil (D 12 turns, R Caster, +1 save/AC)
  Purify food and water (D Perm., R 10’, 6 qts / 1 ration / food for 12)
  Remove fear (D 2 turns, R Touch, Magical: save vs spells +1 / level)
  Create water (D Permanent, R Touch, 50 gallons + 50/level above 8)
  Cure serious wounds (D Instant, R Touch, 2d6+2hp)
  Neutralize poison (D Instant, R Touch, Revive within 10 rounds)
  Protection from evil 10’ rad. (D 12 turns, R 10’ around caster)
  Speak with plants (D 3 turns, R 30’, Choose normal or monstrous)
  2nd Level Spells
  Bless (D 6 turns, R 60’, Allies in 20’ sq: +1 attack, damage, morale)
  Find traps (D 2 turns, R 30’, Trapped objects / areas glow blue)
  Hold person (D 9 turns, R 180’, Single (SV –2) or 1d4, SV Neg.)
  Know alignment (D 1 round, R 10’, 1 creature / object / location)
  Resist fire (D 2 turns, R 30’, 1 target: save +2, –1 damage per die)
  Silence 15’ radius (D 12 turns, R 180’, Cast on creature: SV Neg.)
  Snake charm (D 1d4+1 rounds/turns, R 60’, HD: level, Hostile: rds) 5th Level Spells
  Commune (D 3 turns, R Caster, 3 yes/no questions, 6 once a year)
  Create food (D Perm., R Caster’s pres., 12+ humans and mounts)
  Dispel evil (D Conc. (max 1 turn), R 30’, SV Destroy or flee)
  Insect plague (D Conc. (max 1 day), R 480’, 60’ diam., 20’/round)
  Quest (D Until completed, R 30’, SV Neg., Curse if quest refused)
  Per day: 2nd level: 1, 3rd–7th level: 
  2, 8th–9th level: 3, 10th–11th level: 4, 
  12th–13th level: 5, 14th level: 6
  Per day: 4th level: 1, 5th–7th level: 2, 
  8th–9th level: 3, 10th–11th level: 4, 
  12th–14th level: 5
  4th Level Spells
  Per day: 6th–7th level: 1, 8th–9th 
  level: 2, 10th–11th level: 3, 12th–13th 
  level: 4, 14th level: 5
  Per day: 7th–8th level: 1, 9th–10th 
  level: 2, 11th–12th level: 3, 13th–14th 
  level: 4
  Class
  Level
  PC
  Cleric Spell Reference
  Resist cold (D 6 turns, R 30’, All in range: save +2, –1 damage per die)
  Speak with animals (D 6 turns, R 30’, 1 type, Reaction unaffected)
  3rd Level Spells
  Continual light (D Perm., R 120’, 30’ rad. light / blind / dispel dark)
  Cure disease (D Instant, R 30’, Cure disease / kill green slime)
  Growth of animal (D 12 turns, R 120’, Size/damage/max load × 2)
  Locate object (D 6 turns, R 120’, Sense dir. not distance)
  Per day: 6th level: 1, 7th–8th level: 2, 
  9th–10th level: 3, 11th–12th level: 4, 
  13th–14th level: 5
  Remove curse (D Instant, R Touch)
  Striking (D 1 turn, R 30’, 1 weapon: +1d6 damage, treated as magic)
  Sticks to snakes (D 6 turns, R 120’, 2d8 sticks, 50% poisonous)
  Raise dead (D Instant, R 120’, Max 4 days/level above 7th, Weakness)
  Tick spells memorized. Normal / reversed version chosen at time of casting.
  
  v1.1 — © 2021 Gavin Norman — necroticgnome.com
  CHARACTER RECORD SHEET
  1st Level Spells
  Charm person (D 1+ days, R 120’, See caster as friend, SV Negates)
  Detect magic (D 2 turns, R 60’, Magic glows)
  Floating disc (D 6 turns, R 6’, Disc 3’ wide, holds up to 5,000cn)
  Hold portal (D 2d6 turns, R 10’, Holds door/gate/portal shut)
  Light (D 6 turns +1/level, R 120’, 15’ radius light / blind / dispel dark)
  Magic missile (D 1 turn, R 150’, 1d6+1 damage, 6th level+: extra)
  Protection from evil (D 6 turns, R Caster, +1 save/AC)
  Read languages (D 2 turns, R Caster, Languages/codes/maps)
  Read magic (D 1 turn, R Caster, Decipher scrolls, spell books, etc.)
  Shield (D 2 turns, R Caster, AC 2 [17] vs missiles, 4 [15] vs other)
  Sleep (D 4d4 turns, R 240’, Single 4+1HD or 2d8 HD of lesser)
  Ventriloquism (D 2 turns, R 60’, Voice from any source in range)
  Charm monster (D 1+ days, R 120’, 1×>3HD / 3d6<, SV Negates)
  Confusion (D 12 rounds, R 120’, 3d6 subj. within 60’, SV Negates)
  Dimension door (D 1 round, R 10’, Location within 360’)
  Growth of plants (D Permanent, R 120’, Up to 3,000 sq ft)
  Hallucinatory terrain (D Until touched, R 240’, Fit in range)
  Massmorph (D Permanent, R 240’, All within area)
  Polymorph others (D Permanent, R 60’, Max 2×HD, SV Negates)
  Polymorph self (D 6 turns +1/level, R Caster, Max HD = level)
  Remove curse (D Instant, R Touch)
  Wall of fire (D Concentration, R 60’, Up to 1,200 sq ft)
  Wall of ice (D 12 turns, R 120’, Up to 1,200 sq ft)
  Wizard eye (D 6 turns, R 240’, Mv. 120’ / turn, Normal + infravision)
  2nd Level Spells
  Continual light (D Perm., R 120’, 30’ rad. light / blind / dispel dark)
  Detect evil (D 2 turns, R 60’, Evil objects / evil intentions glow)
  Detect invisible (D 6 turns, R 10’/level, Revealed to caster)
  ESP (D 12 turns, R 60’, Understand thoughts, Focus direction 1 turn)
  Invisibility (D Perm. until broken, R 240’, Attack/cast spell ends)
  Knock (D 1 round, R 60’, Opens stuck/barred/locked portals)
  Levitate (D 6 turns +1/ level, R Caster, Move 20’ vertical per round)
  Locate object (D 2 turns, R 60’+10’/level, Sense dir. not distance)
  Mirror image (D 6 turns, R Caster, 1d4 dups., Attacks cancel one)
  Phantasmal force (D Concentration, R 240’, Concentrate, 20’ cube)
  Web (D 48 turns, R 10’, 10’ cube, Escape: 2d4 turns / burn: 1d6 dmg.)
  Wizard lock (D Permanent, R 10’, Any portal, Caster can bypass)
  5th Level Spells
  Animate dead (D Permanent, R 60’, Max HD = level)
  Cloudkill (D 6 turns, R 30’, Per rd.: 1 dmg. + <5HD SV or die)
  Conjure elemental (D Perm. until broken, R 240’, 16HD)
  Contact higher plane (D 1 conversation, R Caster, 3–12 questions)
  Feeblemind (D Permanent, R 240’, Arcane spell caster)
  Hold monster (D 6 turns +1/lvl., R 120’, Single / 1d4, SV Negates)
  Magic jar (D Special, R Caster, Jar within 30’, Victim 120’)
  Pass-wall (D 3 turns, R 30’, Hole 5’ diameter, 10’ deep)
  Telekinesis (D Conc. (max 6 rds), R 120’, 200cn/level, 20’/rd.)
  Teleport (D Instant, R 10’)
  Transmute rock to mud (D 3d6 days, R 120’, Up to 3,000 sq ft)
  Wall of stone (D Permanent, R 60’, 1,000 cu ft)
  3rd Level Spells
  Clairvoyance (D 12 turns, R 60’, See thru other’s eyes, Focus 1 turn)
  Dispel magic (D Instant, R 120’, End non-instant spells in 20’ cube)
  Fire ball (D Instant, R 240’, 20’ radius sphere, 1d6 dmg./level, SV ½)
  Fly (D 1d6 t. +1/level, R Touch, Movement rate 360’ (120’))
  Haste (D 3 turns, R 240’, 30’ rad., 24 creatures, 2× speed and attacks)
  Hold person (D 1 turn/level, R 120’, Single (SV –2) or 1d4, SV Neg.)
  Infravision (D 1 day, R Touch, 60’ infravision)
  Invisibility 10’ radius (D Perm. until broken, R 120’, Att./spell ends)
  Lightning bolt (D Instant, R 180’, 60’×5’, 1d6 dmg./level, SV ½)
  Protection from evil 10’ rad. (D 12 turns, R 10’ around caster)
  Protection f. normal missiles (D 12 turns, R 30’, Complete imm.)
  Water breathing (D 1 day, R 30’, Single subject)
  6th Level Spells
  Anti-magic shell (D 12 turns, R Caster, Blocks magic in both dir.)
  Control weather (D Concentration, R 240 yards, One weather type)
  Death spell (D Instant, R 240’, 4d8 HD in 60’ cube, SV Negates)
  Disintegrate (D Instant, R 60’, SV Negates)
  Geas (D Permanent, R 30’, SV Neg., Penalties if geas not followed)
  Invisible stalker (D 1 mission, R Caster’s pres., Follows to the letter)
  Lower water (D 10 turns, R 240’, Half depth, Up to 10,000 sq ft)
  Move earth (D 6 turns, R 240’, 60’/turn)
  Part water (D 6 turns, R 120’, 10’ wide, 120’ long path)
  Projected image (D 6 turns, R 240’, Touch reveals)
  Reincarnation (D Permanent, R Caster’s pres.)
  Stone to flesh (D Permanent, R 120’)
  Per day/in spell book: 1st level: 1, 
  2nd–6th level: 2, 7th–10th level: 3, 
  11th–14th level: 4
  Per day/in spell book: 3rd level: 1, 
  4th–7th level: 2, 8th–11th level: 3, 
  12th–14th level: 4
  Per day/in spell book: 5th level: 1, 
  6th–8th level: 2, 9th–12th level: 3, 
  13th–14th level: 4
  4th Level Spells
  Per day/in spell book: 7th level: 1, 
  8th–9th level: 2, 10th–13th level: 3, 
  14th level: 4
  Per day/in spell book: 9th level: 1, 
  10th–11th level: 2, 12th–14th level: 3
  Per day/in spell book: 11th level: 1, 
  12th level: 2, 13th–14th level: 3
  Class
  Level
  PC
  Magic-User Spell Reference
  Tick spells in spell book / spells memorized. Note if the reversed version of a spell is 
  memorized.
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Character Sheets/Old-School Essentials Cleric and Magic-User Spell Tracker [v1.1].pdf