My CHAINMAIL brain and board game sensibilities had me select all the spells. I'll share a bit more on Sleep, Magic Missile, Fear, Charm Monster, Cloudkill, and Hold Monster. The other two -- Disintegrate and Death Spell -- seem straightforward enough.
Note: I use creature/monster interchangeably, and admit this is an assumption of my CHAINMAIL and board game sensibilities.
I'll also note that among the magic-user spells in the Men & Magic booklet there are only a few outright offensive spells and a few potentially offensive spells [in brackets].
1st-level: Charm Person, Sleep
2nd-level: [Phantasmal Forces]
3rd-level: Hold Person, Fire Ball, Lightning Bolt, [Slow Spell]
4th-level: [Polymorph Other], [Wall of Fire], [Wall of Ice], Confusion, Charm Monster
5th-level: Hold Monster, Magic Jar, Cloudkill, Feeblemind
6th-level: Death Spell, Disintegrate
It's not surprising to me the clean up crew of the Monsters & Treasures booklet have call-outs referring to "chops" and "cuts," cold, lightning, and fire. Such attack forms are the primary forms of offensive spells to be used, outside the control spells of Charm and Hold.
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Sleep: A Sleep spell affects from 2-16 1st level types (hit dice of up to 1 + 1),from 2-12 2nd level types (hit dice of up to 2 +1), from 1-6, 3rd level types, and but 1 4th level type (up to 4 +1 hit dice). The spell always affects up to the number of creatures determined by the dice. If more than the number rolled could be affected, determine which "sleep" by random selection. Range: 24"
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Interesting that, coming right after Charm Person, the spell offers no category or list of monster-types effected. Also note that the effect of "sleep" is indeed in quotation marks. Combined with the fact that 3+1 and greater monsters [equivalent to fantastic monsters in CHAINMAIL] can be affected, I see no reason why any monsters (slime or otherwise) can't be made to sleep (or go dormant) if it meets the HD restrictions.
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Magic Missile: This is a conjured missile equivalent to a magic arrow, and it does full damage (2-7 points) to any creature it strikes. For every five levels the magic-user has attained he may add an additional two missiles when employing this spell, so a 6th level magic-user may cast three magic missiles at his target, an 11th level magic-user casts five, and so on. Range 15".
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The missile is a fantastic weapon that affects the fantastic monster. It does not "cut" nor "chop," and so does not divide a black or gray pudding nor a gray ooze.
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Fear: This spell operates as if the user were employing a Fear Wand. All those not saving vs. fear react as follows: They immediately attempt to flee, or get as far away from the user as possible, with a 50% chance that they will drop any weapons they had in hand when struck by the Fear spell. Duration: 6 turns (movement or melee as applicable). Range 24".
Fear Wand: The Wand effects all creatures within a cone-shaped area emanating from it 6" outwards to a base 3" wide. All within it must make their saving throw as against magic or be panicked and flee.
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Here as well, there's no category or list of restricted monster-types. Any monster without a MV stat is, for obvious reasons, unaffected.
Charm Monster is similar ... it does what Charm Person does but to all monsters.
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Cloudkill: This spell creates a moving, poisonous cloud of vapor which is deadly to all creatures with less than five hit dice. Movement: 6"/turn according to wind direction, or directly away from the spell caster if there is no wind. Dimensions: 3" diameter. Duration: 6 turns, but the cloud is dispelled by unusually strong winds or trees. Note that the cloud is heavier than air, so it will sink to the lowest possible level.
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"All creatures with less than five hit dice" = "All monsters with less than five hit dice." I suppose if I could deduce some kind of logic for the fantastical breathing of fire from great lizard-like things, I could also deduce some kind of logic for the ability of this fantastical poison spell to work on any fantastical monster. (Also note there's no special call-out that the the poison works its effect through inhalation.)
Hold Monster is a Charm Monster spell that targets more monsters and has a limited duration, so it works like Charm Monster.