I'm starting with the first two spells:
Detect Magic: A spell to determine if there has been some enchantment laid on a person, place or thing. It has a limited range and short duration. It is useful, for example, to discover if some item is magical, a door has been "held" or "wizard locked", etc.I'm grouping these together not only because they are the first two spells listed, but because Detect Magic specifically refers to Hold Portal. There's a certain implication here: without Detect Magic, you are unable to tell if a door is magically held or merely locked, barred or stuck through quick observation. Sure, if there's light on the other side of the door and you peer through the crack, you might see the shadow of a timber barring the door, but the point is: if a door doesn't open on single quick yank, you have to make a decision whether to waste time on a magically-held door.
Hold Portal: A spell to hold a door, gate or the like. It is similar to a locking spell (see below) but it is not permanent. Roll two dice to determine the duration of the spell in turns. Dispell Magic (see below) will immediately negate it, a strong anti-magical creature will shatter it and a Knock (see below) will open it.
Hold Portal seems specifically intended to slow down pursuing monsters without permanently sealing an exit or having to take time to spike the door. It will stop pursuit for at least 2 turns (combat turns of 1 minute are probably intended here,) and on the average it will last about 7 turns. There are a few other conceivable uses, like temporarily sealing a trap door that dumps material into a room, but it's a pretty simple spell compared to the Wizard Lock we'll be looking at later.
Range and duration aren't specified for Detect Magic, other than as being "limited and short". I think this should be the default duration for most detection spells: you can detect one thing (magical/not-magical) immediately. There will be exceptions later on (Detect Invisible and Infravision, for example,) but these exception fit with the implied needs of those spells.
Default range for both Detect Magic and Hold Portal, on the other hand, could be linked to spell level; 10 feet per spell level seems like a reasonable range. This is in contrast to some hypothetical ranges I've given in other posts, but I'm thinking of exploring a switch to this for at least one type of spell. As this series progresses, I'll have a better idea how this would work.