Corpse Lanterns

Necromancy [light]
Level: Artificer * 2, Sorcerer */Wizard * 2, Warlock * 2
Components: V, S
Casting Time: 1 Standard Action
Range: medium (100 ft. + 10 ft./level)
Effect: up to 4 lights, all within a 10-ft.-radius area
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: no
  You create up to four glowing spheres of light, each of which glows a sickly pale green. These corpse lanterns shed dim light in a 20-foot radius, and do not increase the light level in areas of normal light or bright light.
  In Dim Light or normal light, the radiance of corpse lanterns provides a strange contrast, giving all creatures in the area a -5 penalty on Stealth checks. In addition, the hue interferes with Illusion (Pattern) spells, giving all creatures in the illuminated area a +2 bonus on any Saving Throws against such spells.
  The lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no Concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
  You may have more than one corpse lanterns spell active at a time, but you may only move one set in any given round.
  Corpse lanterns can be made permanent on an area with a Permanency spell by a caster of at least 11th level for the cost of 7,500 gp.