Researching magic had to proceed from easy to difficult, especially since DND's spell system differed quite a bit from the wizarding world's.
So Ted decided to start with 0-Ring Spells.
In the Three-Ring Red Robe Wizard's spellbook, the 0-Ring Spells were:
Mage Hand, Mending Spell, Darkness Spell, Adhesion Spell, Arcane Mark, Prestidigitation, Detect Magic, Read Magic, Message Technique, and Ray of Frost.
For something like Message Technique, he had already developed a similar ability through Mind Power, so he did not need it.
There was also similar magic in the wizarding world for Adhesion Spell, called the "Permanent Sticking Charm," and it was even more powerful.
When highly skilled wizards with profound Magic Power and mastery over spells cast it, they could make two objects stick together for decades or even centuries, as though they had grown together naturally. Ordinary magic could not remove them.
Mending Spell also had the Mending Charm for comparison. The 0-Ring Mending Spell could only repair simple minor damage, while the Mending Charm could even restore something that had shattered into pieces. A complete victory! The rest all had unique effects, with no similar magic readily available in the wizarding world.
Mage Hand could use Magic Power to form an invisible magical hand. Its exact effect depended on spell proficiency and the strength of one's Magic Power. It was an extremely practical spell, essential for wizards.
Darkness Spell could turn a small area black, preventing light from passing through.
Arcane Mark was also essential for spellcasters. Everyone formed their own unique Arcane Mark; it was practically a "Magic Power identity card."
Detect Magic was used to detect magical effects.
For example, if you found a magical item and did not know what consequences it might cause, you could use this to examine it. It could