There is a box about "mundane spell effects" somewhere in the book. Simply put: a spellcasting character can do small spells without any effort. Making light, lighting the fireplace, generally, things that don't really have an impact on the narrative (Harry could flick a lightswitch or take some matches, but it is just cooler for a wizard to do it with magic).
If you are in a conflict however, that does not apply. So in your situation, the hidden character would have rolled a stealth "block", he is hidden. He probably tagged some aspects ("dark shadows") for example. Now the PC come in and you let them make an alertness roll to see if they can spot him. Since it is dark, the wizard might make some light, but since this is a conflict, he would have to do it as a maneuver. Maneuver spells in general last the entire scene, so you don't have to put extra shifts in duration. The new aspect ("light") now cancels out the shadow aspect, and since it is gone, it can no longer give a bonus to the stealth roll, which might be enough for the players to see the hidden character.
If you are casting against a darkness spell, the higher powered spell should prevail. A maneuver needs at least 3 shifts, but you can put in more to increase its power, so it is harder to resist it.
This seems to be a general misconception about magical maneuvers, unless RAW contradicts itself at some point. Magical maneuvers do not last the entire scene, assuming we're talking conflict, according to the RAW. YS 253 (pertaining to magical maneuvers) "As with other effects, you can pay an additional shift to make the effect persistent at the rate of 1 shift per additional exchange."
Though in the case of trying to detect someone in stealth, using a light maneuver then tagging it for an alertness roll (versus the npc's stealth) revealing the target. If I were the GM I would say it doesn't really matter if the light aspect goes away next turn. You've uncovered the npc from stealth, it wouldn't make sense that he could suddenly vanish once the aspect was gone, unless he has powers that actually let him vanish haha.
I would do it like that as opposed to a block or defense because the GM doing a roll of any kind basically tells the players that someone is lurking around somewhere. Then they may start playing in ways that can break the scene. Where as a general altertness roll made by the players doesn't force you to tip you hand quite so badly.