Among the priorities for the 2nd edition (available Dec-1 with the even more horrifying final art within, how's that for a sales pitch?) has been to bring the text even more closely in alignment and theme with the Original D&D game. For example, I've switched numerous names back to the recognizable classic ones: Arcane eye is once again wizard eye. Likewise: Arcane lock is back to wizard lock. Protection from arrows is protection from missiles. Summon elemental is conjure elemental, and summon stalker is invisible stalker. Circle of death is once again the death spell. Stuff like that.
(Now, not absolutely everything is back to OD&D standards. Like: I just can't get over how much I loathe the acronym ESP in the spell list, nor did I like the SRD-brand detect thoughts, so I settled on read minds as the title it really should have had all along -- having some amount of real myth/magician resonance to it. Also, those spells with numerical parameters in the title: invisibility 10' radius is still invisibility sphere, and protection from evil 10' radius is what I now call the protective sphere.)
Anyway, here's my cut-and-polished version of the wizard eye spell for you to sneak a peek at yourself. Small is beautiful!
Wizard Eye: (Range: 6 inches, Duration: 6 turns) The caster creates an invisible, magical eye through which he or she can see from a distance. Once conjured, the wizard eye can travel at a speed of 12” per round, up to 24” from the caster. The eye can pass through cracks about the size of a mouse-hole.