Level 1 Spell book of The Glass Academy

A spell book in the shape of a delicate kaleidoscope. reading and memorizing its spells takes time and a well lit room. Turns are understood to be 10 minutes long.

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The Lackey in the Looking Glass - Convinces a single individual that they are in fact, your reflection. They will mimic any action of yours that you wish until the spell is broken. They will never do something you do not attempt yourself. The spell will be tested any time they are harmed.

Arcane Lens - turns any piece of glass into a magic lens that allows whoever looks through it to see the magical auras that surround magical items, spell craft and creatures. The glass is enchanted for 2d6 rounds before it shatters.

Magic Arrow - take a normal arrow and enchant it to never miss. The enchantment is lost when the arrow strikes its target. While the arrow is enchanted it deals damage to creatures that can only be harmed by magic weapons.

Glass Lock - A weak magical lock (that can be cast upon anything lockable) that lasts for 2d6 turns before shattering.

Magic Torch - a floating orb of light in the color you choose, cannot go more than 5ft from the caster. Lasts 6 + caster level turns & illuminates as a torch would.

Shield of Erimus - a magical barrier that absorbs 2d6 damage before it shatters. While the shield is active you may take no offensive action.

Summon Drog- The Drog is a being of infinite linguistic skill that can help you translate a small piece of text or a few spoken sentences for the duration of its summoning. 

Arcane Cipher - Decode and read a single magic spell's worth of text (like that found on a spell scroll) as if it were a language you know and understand. 

The Infectious Yawn- Causes the target to yawn and drift off to sleep, 2d6 HD worth of creatures that view the yawn are also subject to the spell's effects. Any who view the yawn are possibly subject to its effects. Does not affect creatures who cannot discernibly yawn.

Equivalent Exchange- Take two non magical objects, place them in separate magic circles and trade their material conditions. For example, if you have a broken pot and an undamaged statue, casting this spell fixes the pot and breaks the statue. If there is a great disparity in the size and complexity of the objects you will need to balance the exchange lest the spell seek its energy from beyond the magic circle.