I guess I should also summarize my commenters' opinions on the higher spell levels, even though they're not going to get the one-page treatment (maybe Advanced One Page Rules will handle them):
Level 4: Polymorph is a big hit, with the suggestion that Self and Other applications be combined into one super-versatile spell. Charm Monster and Dimension Door were the other ones that got multiple votes.
Level 5: Teleport was unanimously chosen, and Animate Dead got multiple votes. I'm not super big on any of the alternatives - Conjure Elemental seems to outclass Animate Dead, although it might be a good substitution if I give necromancy exclusively to evil clerics. Cloudkill, Contact Other Plane, and Transmute Rock to Mud ... The spells get less iconic as the levels rise.
Level 6: As I've said before, this is the last level I'll seriously consider. Stone to Flesh and its reversal were unanimously chosen. Geas was also popular (even if I consider it more of an NPC spell). The rest were singletons, showing the fraying of consensus at these high levels that characters rarely reach.
Oh, and here are the 6 more low level spells I mentioned last time. Lots of spells at level 1 is a good idea, but after that, my brotha, you have to find your own...
Revisiting 40k: Orks
3 hours ago