SMV
Detect Magic
Range
Casting Time
Save
None 
AoE
10 ft. path, x 60 ft. long 
Duration
2 rds./level 
Damage
 
Materials
 
When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round.
A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.
Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.
Residue
Common
School
Divination 
Source
Players Hand Book page 172
SMV
Read Magic
Range
Casting Time
1 rd. 
Save
None 
AoE
Special 
Duration
2 rds./level 
Damage
 
Materials
a clear crystal or mineral prism 
By means of a read magic spell, the wizard is able to read magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.
Residue
Common
School
Divination 
Source
Players Hand Book page 178