If you're looking for a nice, simple Spell List for your D&D game of choice I might just be able to help you. Into the Dungeon uses Cantrips and spells up to 5th Level. I wanted simple descriptions that assume a degree of common sense and discussion between the Referee and players, rather than something resembling a legal document.
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d6-1 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Daze: Humanoid must pass WIL Save vs WIL or less loses next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature for -1 to damage on next turn.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d6-1 cold damage.
Ghost Sound: Figment sounds.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: DEX Save vs DEX or lose 1 STR.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
Alarm: Intruders set of an alarm audible only to you.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection: +1 to Armour and saves against a specific source.
Shield: Invisible disc gives +1 Armour.
Grease: Makes 10-ft. square or one object slippery. DEX Save vs 10 to avoid slipping.
Mount: Summons riding horse.
Obscuring Mist: Fog surrounds you. Ranged attacks suffer -1 Damage.
Summon Creature: Calls an unintelligent extraplanar creature up to the size of a small dog. It holds no loyalty to you.
Unseen Servant: Invisible force obeys your commands.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify: Determines properties of magic item.
True Strike: Your next attack automatically provokes a Save to avoid Critical Damage.
Charm Person: Makes one person your friend.
Hypnotism: Fascinate 1d6+1 creatures.
Sleep: Puts relaxed targets into a slumber and others feel lethargic, causing -1 to damage.
Burning Hands: DEX Save vs DEX or 1d6 fire damage, ignoring armour.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb.
Magic Missile: 1d6 damage, no Save to avoid Critical Damage.
Shocking Grasp: DEX Save vs DEX or 1d6 electricity damage.
Color Spray: WIL Save vs WIL or stunned for a turn and dazzled for -1 damage until Short Rest.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice.
Cause Fear: WIL Save vs WIL or target flees.
Chill Touch: DEX Save vs DEX or 1d6-1 damage and lose 1 STR.
Ray of Enfeeblement: DEX Save vs DEX or lose 1 STR and -1 Damage.
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Run twice as fast.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject can jump twice as far and high.
Magic Weapon: Make a weapon Magical.
Reduce Person: Humanoid creature halves in size.
Arcane Lock: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to mundane ranged attacks.
Resist Energy: Armour 6 against a specific type of energy attack.
Acid Arrow: 1d6+1 damage now and 1d6 on next round unless washed. Ignores Armour.
Fog Cloud: Fog obscures vision over a large area.
Glitterdust: WIL Save vs WIL or Dazzled for -2 to damage and saves. Reveals invisible things.
Swarm: Summons swarm of bats, rats, or spiders. Harmless but distracting.
Summon Beast: Calls an intelligent extraplanar beast. It holds no loyalty to you.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Detect Thoughts: WIL Save vs WIL or else allows “listening” to surface thoughts.
Locate Object: Senses direction toward object.
See Invisibility: Reveals invisible creatures or objects.
Hideous Laughter: WIL Save vs WIL or target laughs and loses actions until passing the Save.
Touch of Idiocy: DEX Save vs DEX or lose 2 WIL.
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Deafness: WIL Save vs WIL or deafened. -5 to Saves.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage.
Gust of Wind: Blows away or knocks down objects. Opponents get STR Save vs WIL.
Scorching Ray: Deals 2d6 fire damage.
Shatter: Sonic vibration causes 1d6 damage to objects or crystalline creatures, ignoring armour.
Blur: +4 to Saves against Critical Damage.
Invisibility: Subject is invisible until it attacks.
Magic Mouth: Speaks once when triggered.
Minor Illusion: Conjure an image with sound.
Mirror Image: Creates 1d6 decoy duplicates of you.
Misdirection: Misleads divinations on one creature or object.
Phantom Trap: Makes item seem trapped.
Blindness: WIL Save vs WIL or blinded. -5 to Damage and Saves.
Command Undead: Undead creature must pass WIL Save vs WIL or obeys your command.
False Life: Gain 1d6+2 temporary hp.
Ghoul Touch: DEX Save vs DEX or Paralyzed, exuding stench that makes those nearby sickened.
Spectral Hand: Creates disembodied glowing hand to deliver your next touch spell.
Alter Self: Assume form of a similar creature.
Bear’s Endurance: Subject gains +2 Armour.
Bull’s Strength: Subject causes +2 Damage
Cat’s Grace: Subject gains +4 to Dex.
Darkvision: See 60 ft. in total darkness.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl’s Wisdom: Subject gains +4 to WIL.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile.
Explosive Runes: Deals 3d6 damage when read.
Magic Circle: Prevents an extraplanar being from entering or leaving unless they pass a WIL Save vs WIL.
Summon Gate: Calls out to any extraplanar being that wishes to enter our plane. You have no choice which being answers and it holds no loyalty to you.
Nondetection: Hides subject from divination, scrying.
Sepia Snake Sigil: Creates text symbol that immobilizes reader until WIL Save vs WIL.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors cause -3 to Saves.
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance.
Tongues: Speak any language.
Deep Slumber: WIL Save vs WIL or sleep until the spell is broken.
Heroism: Gives +2 bonus to damage and saves.
Hold Person: Paralyzes one humanoid until WIL Save vs WIL.
Rage: Subjects causes +3 Damage, but -1 Armour and Saves.
Suggestion: Compels subject to follow stated course of action.
Daylight: 60-ft. radius of bright light.
Fireball: 3d6 damage, 20-ft. radius.
Lightning Bolt: 3d6 Damage to all in a line.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Displacement: +10 to Saves against Critical Damage.
Illusory Script: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Illusion: Conjure an image with sound, smell and thermal effects.
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead until WIL Save vs WIL.
Vampiric Touch: DEX Save vs DEX or 2d6 damage and caster regains equal hp.
Blink: You randomly vanish and reappear, avoiding the next attack against you.
Flame Arrows: Ally's Arrows deal 1d6 extra fire damage.
Fly: Subject flies.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature moves at double speed and gains +1 Armour.
Keen Edge: Next attack with this weapon provokes a Save against Critical Damage.
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One target moves at half speed and -1 Armour.
Water Breathing: Subjects can breathe underwater.
Dimensional Anchor: Bars extradimensional movement.
Fire Trap: Opened object deals 3d6 damage.
Globe of Invulnerability: Stops Spells up 3rd Circle.
Remove Curse: Frees object or person from curse.
Stoneskin: Subject gains +3 Armour but running and swimming are impossible.
Black Tentacles: STR 15 Tentacles grapple all within 20 ft.
Summon Being: Calls any extraplanar being to our plane. It holds no loyalty to you.
Dimension Door: Teleports you short distance.
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Arcane Eye: Invisible floating eye you can see through and control.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying: Spies on subject from a distance.
Charm Monster: WIL Save vs WIL or monster treats you as an ally.
Confusion: WIL Save vs WIL or subjects behave oddly.
Crushing Despair: 20ft Area. WIL Save vs WIL or -2 on damage rolls and saves.
Fire Shield: Creatures attacking you take 1d6 fire damage; you’re protected from heat and cold.
Ice Storm: Hail deals 3d6 damage in cylinder 40 ft. across.
Resilient Sphere: Force globe protects but traps one subject. DEX Save vs WIL to avoid.
Shout: All within cone deafened for one round and take 3d6 sonic damage.
Wall of Fire: Passing through wall causes 3d6 damage.
Wall of Ice: Creates ice wall 15hp, Armour 5, or hemisphere can trap creatures inside unless they pass DEX Save vs WIL.
Hallucinatory Terrain: Makes one type of terrain appear like another.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
True Invisibility: Subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion only the target can see. 3d6 damage, at 0hp pass a WIL Save vs WIL or die.
Rainbow Pattern: Lights fascinate creatures that fail WIL Save vs WIL.
Animate Dead: Creates undead skeletons and zombies from corpses.
Bestow Curse: WIL Save vs WIL or -10 to saves.
Contagion: Infects subject with horrible disease.
Fear: Subjects within cone must pass a WIL Save vs WIL or flee.
Polymorph: Gives one willing subject a new form.
Stone Shape: Sculpts stone into any shape.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: WIL Save vs WIL or creature to returns to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area.
Cloudkill: You can move the cloud, causing 3d6 damage to any within.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Major Creation: Create an item of stone and metal.
Planar Binding: Traps extraplanar creatures that fail a WIL Save vs WIL until they perform a task.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Teleport: Instantly transports you to a known location up to 100 miles away.
Wall of Stone: Creates a stone wall that can be shaped.
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d6 floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Dominate Person: WIL Save vs WIL or humanoid is controlled telepathically.
Feeblemind: WIL Save vs WIL or drop to WIL 3 and be unable to read or cast spells.
Symbol of Sleep: Readomg the rune puts reader into magical sleep that lasts as long as the spell.
Cone of Cold: 3d6 cold damage.
Interposing Hand: Hand gives +3 Armour against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Nightmare: WIL Save vs WIL or Target wakes with half HP and will not recover them until they have a full rest without Nightmares.
Blight: Withers plants.
Possession: WIL Save vs WIL or target has soul pushed out and caster posesses their body. Their soul returns when the caster leaves the body, but if the body is slain the soul departs and the caster's soul returns to their body.
Symbol of Pain: Reading the rune causes pain. WIL Save vs WIL or be unable to do anything but scream until Save is passed.
Baleful Polymorph: WIL Save vs WIL or Transforms subject into harmless animal.
Fabricate: Transforms raw materials into finished items.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Earth: Transforms mud to rock or rock to mud.
Petrify: WIL Save vs WIL or target is transformed into a statue. This effect lasts as long as the Caster wishes, even if they cast another Spell.
Control Water: Raise, lower or part water.
Planar Gate: Open a gate to another plane that works in both directions.