TEXT: Compendium Arcana
  A Spell for Every Situation.
  
  Table of Contents
  New Spells
  Cantrips
  Concealment
  Conjure Wealth
  Daze
  Flare
  Marvelous Letter
  Razor Tome
  Spectral Shield
  1st-level spells
  Create Window
  Eronin's Erasure
  Wrath
  2nd-level spells
  Arcane Alacrity
  Impart Thought
  Pictograph
  3rd-level spells
  Eronin's Mnemonic Enhancer
  Direct Weather
  Zangle's Chatter
  4th-level spells
  Alter Momentum
  Portent Luck
  5th-level spells
  Inverseify
  Seal
  6th-level spells
  Aura of Invisibility
  Eclipse
  Redirect Spell
  7th-level spells
  Traveler’s Ward
  Power Word Pacify
  Sphere of Sound
  8th-level spells
  Bolt of Fate
  Terrifying Visage
  9th-level spells
  Nimbus
  Metamorphosis
  Epic-Level Spells
  Boon of Epic Magic
  10th Level Spell List
  Anglin's Nova
  Auma's Axiom
  Dalaundo's Destiny
  Denak's Avatar
  Simbul's Permanency
  Thalantyr's Summons
  Xzar's Soulblight
  Zahn's Fantasy
  Potent Cantrips
  Acid Splash
  Blade Ward
  Booming Blade
  Chill Touch
  Create Bonfire
  Dancing Lights
  Druidcraft
  Eldritch Blast
  Fire Bolt
  Friends
  Frostbite
  Green-flame Blade
  Guidance
  Gust
  Infestation
  Light
  Mage Hand
  Mending
  Message
  Minor Illusion
  Poison Spray
  Prestidigitation
  Ray of Frost
  Shocking Grasp
  True Strike
  Improved Spells
  Witch Bolt (Improved)
  Ray of Enfeeblement (Improved)
  Mordenkainen's Sword (Improved)
  Abi-Dalzim's Horrid Wilting (Improved)
  Circle of Death (Improved)
  Epic Versions of 9th Level Spells
  Astral Projection (Epic)
  Foresight (Epic)
  Gate (Epic)
  Imprisonment (Epic)
  Mass Heal (Epic)
  Meteor Swarm (Epic)
  Power Word Heal (Epic)
  Power Word Kill (Epic)
  Prismatic Wall (Epic)
  Shapechange (Epic)
  Storm of Vengeance (Epic)
  Time Stop (Epic)
  True Polymorph (Epic)
  True Resurrection (Epic)
  Weird (Epic)
  Wish (Epic)
  2
  
  New Spells
  T
  hese new spells were created by me because I
  found their ideas interesting, or just wanted to
  try my hand at making them! Many of them are
  my own design, and some of them were
  inspired by ones found on other homebrew
  sites.
  Cantrips
  Concealment
  Illusion cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  An object you touch, smaller than 1 cubic foot, blurs into
  insignificance. For the duration of this spell, any creature that
  searches someone concealing that item must make a
  Wisdom saving throw. On a failed save, the creature fails to
  notice the item, and cannot make an ability check to find it.
  On a success, the creature is immune to the effect of this
  cantrip on that item for 1 hour, and may make an appropriate
  ability check to find the item. If the concealed object is
  threatening or out of place, the creature has advantage on the
  saving throw.
  If you cast this spell multiple times, you can affect up to
  three objects once each, and you can dismiss such any or all
  of these effects as an action.
  Conjure Wealth
  Conjuration Cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V
  Duration: Instantaneous
  You speak an arcane phrase, causing coins worth a
  combined total of 2d6 gp to appear in an unoccupied space
  you can see within range. The coins can take the form of any
  combination of copper, silver, gold, or platinum pieces.
  Once you conjure coins in this way, you cannot do so again
  for 7 days (168 hours)
  The value of the coins created increases by 1d6 when you
  reach 5th level (3d6), 11th level (4d6), and 17th level (5d6)
  Daze
  Enchantment cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a pinch of wool)
  Duration: Instantaneous
  Choose a humanoid that you can see within range. The
  target must succeed on a Wisdom saving throw or be
  incapacitated until the start of your next turn. A target which
  has 30 or more remaining hit points automatically succeeds
  on the saving throw.
  Flare
  Evocation cantrip
  Casting Time: 1 reaction
  Range: 5 feet
  Components: V, S, M (a piece of glass)
  Duration: Instantaneous
  When a creature targets you with a melee weapon attack,
  you throw up your hand in a distracting manner and create a
  small flash of light to briefly blind the creature. The attacking
  creature must make a Constitution saving throw or have
  disadvantage on the triggering attack. An attacker is immune
  to this effect if it does not rely on sight, as with blindsight, or
  can see through illusions, as with truesight.
  Marvelous Letter
  Conjuration cantrip
  Casting Time: 1 minute
  Range: Touch
  Components: S, M (a wax seal)
  Duration: 24 hours
  You conjure a letter containing a message of up to 100
  words in front of you. It flies to a target that you designate at
  a speed of 6 mph. If it does not reach the target in 24 hours, it
  disappears. This letter cannot be dampened or torn, but
  when a creature presses the seal it opens. If the designated
  target touches it in any way, it opens. When the letter opens,
  the spell ends.
  3
  
  Razor Tome
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S, M (a book or several sheets of parchment)
  Duration: Instantaneous
  You momentarily transmute several pieces of parchment to
  have razor sharp edges as they fly out to slice a creature in
  range, before safely returning to your book or hand. Choose
  one creature within range, or two creatures within range that
  are within 5 feet of each other. A single target must succeed
  on a Dexterity saving throw or take 2d4 slashing damage. If
  you selected two targets, each one must succeed on a
  Dexterity saving throw or take 1d4 slashing damage.
  This spell's damage increases by 2d4 when you reach 5th
  level (4d4), 11th level (6d4), and 17th level (8d4). You can
  target a number of creatures in range up to the number of
  damage dice you roll for this spell, and can split up the
  damage dice however you like.
  Spectral Shield
  Abjuration cantrip
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a piece of glass)
  Duration: 1 minute
  You invoke a minor protective force to ward away harm.
  You gain a +1 bonus to AC for the duration. In addition, any
  damage you take is reduced by 1 (before resistances).
  This spell's damage reduction increases by 2 when you
  reach 5th level (3), 11th level (5), and 17th level (7).
  1st-level spells
  Create Window
  1st-level Illusion
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of glass)
  Duration: 1 hour
  You target a relatively flat surface, allowing creatures of
  your choice to see through it as if it wasn't there. This affects
  an area of up to 5 square feet. The area turns transparent to
  the creatures you designate when you cast the spell, allowing
  them to see through it for the duration. The surface still
  appears solid to other creatures, but those with truesight can
  see through it as you can. You can end the spell using an
  action at any time before the duration ends.
  This spell can make most barriers transparent, but it only
  penetrates up to 3 feet deep if the surface is wood or dirt, 1
  foot if the surface is stone, 1 inch if it is a common metal, and
  is unable to see through lead.
  Eronin's Erasure
  1st-level Transmutation
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You remove writings of either magical or mundane nature
  from a scroll or from one or two pages of paper, parchment,
  or similar surfaces.
  If you target a piece of nonmagical writing you can see
  within range, the writing is automatically erased if no one
  else is holding it. If the writing is being held by a creature, roll
  a d10. On a roll of a 2-10, the spell is successful. On a roll of a
  1, the writing remains.
  If you try to erase magical writing with this spell, you must
  make a spellcasting ability check with a DC equal to 10 + the
  spell's level, or DC 10 for low-level magic, DC 15 for medium-
  level magic, and DC 20 for high-level magic, at the DM's
  discretion.
  Wrath
  1st-level Necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a black marble)
  Duration: Instantaneous
  You point your finger, and dark energy washes over a target
  you can see within range. The target must succeed on a
  Constitution saving throw or take 3d6 necrotic damage.
  At Higher Levels: When you cast this spell using a spell
  slot of 2nd level or higher, the target takes an additional 3d6
  necrotic damage for every spell level above 1st.
  2nd-level spells
  Arcane Alacrity
  2nd-level Transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an amount of silver or gold worth 5
  gp, which the spell consumes)
  Duration: Instantaneous
  You imbue yourself with incredible speed for a brief
  moment, enabling you to cast a spell with a longer casting
  time as part of the same action of casting Arcane Alacrity.
  When you cast Arcane Alacrity, choose one other spell that
  you are currently able to cast (normally or as a ritual) and
  that has a casting time found on the following list. The spell's
  casting time is reduced appropriately. If it's casting time
  becomes an action, the spell takes effect immediately after
  you cast this one. You must still expend a spell slot of the
  appropriate level for that spell, if applicable. You must still
  follow all components of the spell.
  After doing so, you are paralyzed until the start of your next
  turn as the surge of magical power leaves you reeling.
  4
  
  Impart Thought
  2nd-level Divination
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Instantaneous
  You quickly and silent impart an idea of your choice to a
  willing creature. This spell allows you to communicate one
  thought, which can be complex as you like, (such as maps,
  diagrams, explanatory images – which may move in a
  sequence to show a procedure – and the like) silently to a
  willing recipient upon touch. Uses for this spell include
  showing the target a creature's likeness to aid in recognition
  or a clear route to an unfamiliar place. If the recipient is not
  willing, this spell automatically fails.
  Pictograph
  2nd-level Transmutation (ritual)
  Casting Time: 1 action
  Range: Self
  Components: S, M (a sheet of parchment and 10 gp worth of
  cut gems, which are consumed by the spell)
  Duration: Until dispelled
  You transmute a sheet of parchment you hold to flawlessly
  portray a flat depiction of what you see when you cast the
  spell. Even if the sheet is larger, the depiction you produce
  can be no more than 1 foot by 1 foot, and captures only what
  you saw. The altered parchment—or "pictograph"—records
  any illusions you saw, and reproduces facets such as colors
  and brightness as you saw them.
  The sheet is not dyed and it is not an illusion. Rather, the
  sheet is physically changed until an effect would dispel this
  spell. The transmuted sheet appears indistinguishable from a
  very true-to-life painting.
  3rd-level spells
  Eronin's Mnemonic Enhancer
  3rd-level Transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  Casting this spell strengthens your mind and memory,
  allowing you to prepare additional spells. When you cast this
  spell just before you prepare spells following a long rest, you
  can prepare up to 3 additional levels of spells in any
  combination. For instance, you could prepare an additional
  2nd level spell and a 1st level spell, or three 1st level spells.
  You still cast these spells normally.
  At Higher Levels: When you cast this spell using a spell
  slot of 4th level or higher, you can prepare 1 additional level
  of spell for every spell slot level above 3rd.
  Direct Weather
  3rd-level Transmutation
  Casting Time: 1 minute
  Range: Self (30-foot radius)
  Components: V, S
  Duration: Concentration, up to 1 hour
  You gain the ability to change the course of weather in a
  30-foot radius around you. When you cast this spell and as an
  action on each of your turns before the spell ends, you can
  choose one of the following effects, which last until the end of
  your next turn. This spell has no effect on magical weather.
  Direct Rain. If it is raining, you can cause it to cease or to
  increase in intensity. If you choose to increase the rain's
  intensity, the area becomes lightly obscured.
  Direct Wind. If it is windy or calm, you can change the
  wind's direction or cause wind to blow in a direction you
  choose, increase the wind's intensity, or cause it to become
  calm. If you change its direction, it blows in the direction you
  choose. If you increase the wind's intensity, it increases its
  speed by 15 mph.
  Direct Temperature. If it is extremely hot or cold, you can
  cause the temperature to become more mild. Any saving
  throws or checks creatures make to resist the elements are
  made with advantage, and creatures make them half as often
  as they usually would.
  Zangle's Chatter
  3rd-level Illusion (ritual)
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Concentration, up to 1 hour
  Choose up to five willing creatures you can see within
  range. Whenever those creatures speak, this spell alters their
  words, converting what they say into an illusory conversation
  about a topic of the casters choice, in a language the caster
  knows. Each creature you choose hears what is actually said,
  while those not effected hear the illusory conversation
  instead. This spell also masks the mouths of the chosen
  creatures, so that they appear to pronounce the illusory
  words correctly.
  The topic of the illusory conversation and language used
  can be altered as an action by the caster. When the caster
  alters the topic, the spell seamlessly shifts the illusory
  conversation to the new topic. If a creature under the
  influence of this spell moves out of range, or if they choose to
  end it as an action, the effect ends for them, and they can no
  longer hear what is truly being said. While the spell is active,
  you can add one willing creature you can see within range to
  the conversation as an action.
  A creature can use their action to make an Intelligence
  (Investigation) check to against your spell save DC. On a
  success, the illusory conversation becomes faint and hollow
  sounding to them, and they can hear the actual conversation
  and see their actual mouths.
  5
  
  4th-level spells
  Alter Momentum
  4th-level Transmutation
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Concentration, up to 1 minute
  You briefly gain insight into the powers of inertia, allowing
  you to speed up an object or creature against its will. When
  you cast this spell, one creature of your choice that you can
  see within 60 has disadvantage or advantage (your choice) on
  its first attack roll made on that turn as it accelerates and
  decelerates uncontrollably. You can invoke a similar power
  again using your action as long as this spell is active.
  In addition, when a creature that you can see within range
  makes an attack roll, you can use your reaction to impose
  disadvantage or advantage on that roll. You can also use your
  reaction to affect a creature or object that uses its movement
  while within range. That creature must make a Strength
  saving throw or be flung 2d12 feet in the direction they
  moved in and fall prone.
  At Higher Levels: When you cast this spell using a spell
  slot of 5th level or higher, the distance a moving creature is
  flung increases by 1d12 for every spell slot level above 4th.
  Portent Luck
  4th-level Divination
  Casting Time: 1 action
  Range: 120 feet
  Components: V
  Duration: Concentration, up to 10 minutes
  You turn a creature's luck into your own, gaining insight
  into their future and damaging them. One creature you can
  see within range must make a Charisma saving throw. On a
  failed save, the creature takes 2d20 force damage, and you
  record one of the d20's you rolled. On a successful save, the
  creature takes half damage, and the spell ends.
  Until the spell ends, you can replace one attack roll, saving
  throw, or ability check made by you or the target creature
  with the recorded d20 roll. You must choose to do so before
  the ability check, attack roll, or saving throw is rolled. Once
  you do so, the spell ends.
  5th-level spells
  Inverseify
  5th-level Illusion
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You play on a creature's deepest insecurities, conjuring a
  terrible illusion based on their shortcomings to assault them,
  harming their psyche based on the vitality they have already
  lost. One creature you can see within range must make an
  Intelligence saving throw or take psychic damage equal to the
  sum of all the damage it's taken within the last minute. A
  creature takes half of this damage on a successful save. This
  can deal a maximum of 60 damage.
  At Higher Levels: When you cast this spell using a spell
  slot of 6th level or higher, you can target one additional
  creature for every spell slot level above 5th.
  Seal
  5th-level Abjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: S
  Duration: Until Dispelled
  One closed door, window, gate, chest, or other entryway or
  container of your choice that you can see within range
  becomes locked for the duration. You and creatures you
  designate when you cast this spell can open the object
  normally. You can also set a password that, when spoken
  within 5 feet of the object, suppresses this spell for 1 minute.
  Otherwise, it is impassable and unbreakable until the spell is
  dispelled or suppressed. Ability checks made to dispel it are
  made with disadvantage.
  6th-level spells
  Aura of Invisibility
  6th-level Illusion
  Casting Time: 1 action
  Range: Self (20-foot radius)
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Illusionary magic warps around you and nearby allies,
  hiding them from the view of others. Until the spell ends,
  yourself and any willing creatures you choose within 20 feet
  of you become invisible when you cast this spell and at the
  start of each of their turns if they are within the spell's radius.
  Anything a creature is wearing or carrying is invisible as long
  as it is on their person. If a creature attacks or casts a spell,
  they become visible at the end of the current turn. They also
  become visible if they end their turn outside of the spell's
  radius.
  6
  
  Eclipse
  6th-level Illusion
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You extinguish all nonmagical light sources within 10 feet
  of you, and the area in a 90-foot radius sphere centered on a
  point you choose within range is plunged into magical
  darkness for the duration. A creature with darkvision can't
  see through this darkness, and nonmagical light can't
  illuminate it.
  If a spell that restores hit points, deals fire damage, or
  radiant damage passes through the darkness, targets
  creatures within it, or is cast from within it, the caster must
  make a spellcasting ability check contested by your own. If
  you succeed, the other spell fails. If the other caster succeeds,
  the other spell is cast as normal.
  If any of this spell's area overlaps with an area of light
  created by a spell of 6th level or lower, the spell that created
  the light is dispelled.
  Redirect Spell
  6th-level Abjuration
  Casting Time: 1 reaction, which you take when you see a
  creature within range cast a spell
  Range: 60 feet
  Components: S
  Duration: Instantaneous
  You attempt to redirect the magic of a spell being cast by
  another creature within range. The spell being cast must only
  target one creature. If it is a spell of 6th level or lower, it's
  effects are redirected to another creature of your choice that
  you can see within 60 feet of you, as if that creature was the
  spell's original target. If the redirected spell requires
  concentration, you can decide to maintain concentration on
  it, instead of the original caster. The spell still uses the
  original caster's spell save DC and spellcasting ability
  modifier.
  If the original spell is 7th level or higher, make an ability
  check using your spellcasting ability. The DC equals 10 + the
  spell's level. On a successful check, the spell is redirected.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, the original spell is redirected if its
  level is less than or equal to the level of the spell slot you
  used.
  7th-level spells
  Traveler’s Ward
  7th-level Divination
  Casting Time: 1 minute
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 24 hours
  You summon a mystical ward to aid in the travel of those
  effected. Choose any number of willing creatures within
  range. Until this spell ends, those creatures gain the
  following benefits:
  Nonmagical difficult terrain no longer costs you extra
  movement to traverse.
  Your movement speed is doubled.
  You suffer no ill effects from exhaustion, however, you can
  still die from it.
  You take no damage from nonmagical plants and minor
  hazards, such as walking through brambles or over sharp
  rocks.
  Power Word Pacify
  7th-level Enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  You utter a word of power that can compel one creature
  that you can see within range to become calm. If the target
  has 100 hit points or fewer, it is pacified. Otherwise, the spell
  has no effect.
  While the target is pacified, it can't attack or use abilities or
  magical effects that deal damage. A pacified creature can
  make a Wisdom saving throw as an action, ending the effect
  on itself on a success. It can also make this saving throw the
  first time it takes damage on a turn.
  Sphere of Sound
  7th-level Evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  Deafening sounds, ranging from thunderous booms to
  metallic shrieks, ripple outwards, and expand to fill a 30-foot
  radius sphere centered on a point you can see within range.
  Each creature within the sphere must make a Constitution
  saving throw. On a failed save a creature takes 12d6 thunder
  damage and is deafened for 24 hours. A creature takes half
  as much damage on a successful save, and isn't deafened.
  This sound can be heard up to 10 miles away.
  7
  
  8th-level spells
  Bolt of Fate
  8th-level Divination (Wizard, Warlock, Sorcerer, Bard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You briefly allow the currents of fate to guide your hand,
  releasing a bolt of pure magic to strike a creature you can see
  within range. The creature makes a saving throw using an
  Ability score of your choice and takes a type of damage
  chosen by the caster. Roll 3d100's (3 percentile die) and
  choose one of the dice. This is how much damage the bolt
  deals of the chosen type.
  Be flavorful in explaining the effects of the type of damage
  and saving throw you choose. If the saving throw is
  Intelligence and you deal psychic damage, perhaps you force
  your mind upon the creature's and attempt to break its
  psyche. If the saving throw is Strength and the damage is
  thunder, maybe the creature has to resist tremors wracking
  its body.
  In addition, this spell can be cast through scrying sensors
  in use by the caster without interrupting the spell, even if the
  caster would not normally be able to cast through them.
  At Higher Levels: When you cast this spell using a spell
  slot of 9th level, roll another d100 when deciding which
  damage die to use.
  Terrifying Visage
  8th-level Illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a jar of snake oil)
  Duration: Concentration, up to 10 minutes
  You adopt a horrific appearance, using illusory magic to
  change your features so they resemble that of a medusa.
  When a creature that can see your eyes starts its turn within
  30 feet of you, you can force it to make a Constitution saving
  throw if you aren't incapacitated.
  If the saving throw fails by 5 or more, the creature is
  instantly petrified. Otherwise, a creature that fails the save
  begins to turn to stone and is restrained. The restrained
  creature must repeat the saving throw at the end of its next
  turn, becoming petrified on a failed save or ending the effect
  on a success. The petrification lasts until the creature is freed
  by the greater restoration spell or other magic.
  Unless surprised, a creature can avert its eyes to avoid the
  saving throw at the start of its turn. If the creature does so, it
  can't see you until the start of its next turn, when it can avert
  its eyes again. If the creature looks at you in the meantime, it
  must immediately make the save.
  A creature can use its action to make an Intelligence
  (Investigation) check to disbelieve the illusion, at which point
  the horrifying visage becomes faint and transparent, but
  cannot avert its eyes if it does this. Creatures with truesight
  are unaffected by this spell.
  If you see yourself reflected on a polished surface within 30
  feet, you must make an Intelligence (Investigation) check to
  recognize your own illusion. On a failed save, you are affected
  by your own gaze.
  9th-level spells
  Nimbus
  9th-level Transmutation (Druid, Wizard)
  Casting Time: 24 hours
  Range: Touch (10-mile radius)
  Components: V, S, M (the Machine of Nimbus, worth
  500,000 gold)
  Duration: Until Dispelled
  You take control of the weather within 10 miles of the
  Machine of Nimbus for the duration, which you must touch
  throughout the casting of this spell.
  When you cast this spell, you change the current weather
  conditions, which are determined by the DM based on the
  climate and season. You can change the precipitation,
  temperature, and wind speed. It takes 1d4 hours for the new
  conditions to take effect. Once they do so, you can change the
  conditions again as an action while touching the machine.
  When the spell ends, the weather gradually returns to normal
  over the course of a day.
  When you change the weather conditions, find a current
  condition on the following tables and change its stage by one,
  up or down. When changing the wind, you can also change its
  direction.
  Precipitation
  Stage Condition
  1
  Clear
  2
  Light Clouds
  3
  Overcast or Ground Mist
  4
  Light Rain, Hail, Snow, or Fog. The area is lightly
  obscured.
  5
  Thunderstorm. The area is lightly obscured. Every
  hour, a bolt of lightning strikes a point you can see
  within the 10-mile radius. All creatures within 10
  feet of the impact must make a Dexterity saving
  throw or take 3d10 lightning damage. Structures
  also take this damage.
  6
  Driving Hail. For every 10 minutes a creature spends
  outside, it must make a Constitution saving throw
  or take 1d6 bludgeoning damage. Structures also
  take this damage. The area is lightly obscured and
  difficult terrain.
  7
  Blizzard. For every 10 minutes a creature spends
  outside, it must make a Constitution saving throw
  or take 1d6 cold damage. The area is heavily
  obscured and difficult terrain.
  8
  
  Temperature
  Stage Condition
  1
  Searing Heat. For every hour a creature spends
  outside, it must make a Constitution saving throw
  or gain one level of exhaustion and take 1d6 fire
  damage. Creatures with fire resistance or who rest
  every 10 minutes to drink water and cool off have
  advantage on this saving throw.
  2
  Hot. For every hour a creature spends outside, it
  must make a Constitution saving throw or gain one
  level of exhaustion. Creatures with fire resistance or
  those who rest every 10 minutes to drink water and
  cool off are unaffected.
  3
  Warm
  4
  Temperate
  5
  Cool
  6
  Cold. For every hour a creature spends outside, it
  must make a Constitution saving throw or gain one
  level of exhaustion. Creatures with cold resistance
  or those who rest every 10 minutes to warm
  themselves are unaffected.
  7
  Arctic. For every hour a creature spends outside, it
  must make a Constitution saving throw or gain one
  level of exhaustion and take 1d6 cold damage.
  Creatures with cold resistance or those who rest
  every 10 minutes to warm themselves have
  advantage on this saving throw.
  Wind
  Stage Condition
  1
  Suffocating. Creatures take an extra 1d6 fire damage
  from the Searing Heat temperature stage, and gain
  two levels of exhaustion from the Hot and Searing
  Heat temperature stages, instead of one
  2
  Stifling. Creatures take an extra 1d6 fire damage
  from the Searing Heat temperature stage
  3
  Stagnant
  4
  Calm
  5
  Light Wind
  6
  Strong wind. Creatures in the area take an extra 1d6
  damage from the Driving Hail and Blizzard
  precipitation stages.
  7
  Gale. Creatures take an extra 1d6 damage from the
  Driving Hail and Blizzard precipitation stages and
  gain two levels of exhaustion from the Cold and
  Arctic temperature stages, instead of one.
  Metamorphosis
  9th-level Transmutation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Instantaneous
  You transmute any matter within a 20-foot radius sphere
  centered on a point you can see within range if it is not a part
  of a creature, within a creature, or being worn or carried by
  one. The matter changes into a different material of your
  choice. You can change all matter within the sphere into one
  material, or you can change different types of matter into
  different materials. A new material can be anything, so long
  as you have seen it before. It then replaces the old material,
  occupying the same space, size, and shape the old one did.
  For example, you could turn an iron sword with a gold
  pommel into an adamantine sword with a diamond pommel,
  or transform all of it into acid. You could transform molten
  rock into a flower-scented breeze, poisonous gas into wine,
  and anything in-between.
  9
  
  Epic Level Spells
  A mad necromancer watches on with glee
  as his zombie plague spreads across the city. A proud abjurer
  stands before a vast army, shrugging off their siege with ease.
  A cunning enchanter puts the highest echelons of
  government under their command, and a terrifying evoker
  turns an entire village to ash
  Epic-level magic is not something to be used lightly. Many
  of these spells are long forgotten, and for good reason. They
  may have toppled empires in the past, decimated entire
  countries for generations, and made grand wizards
  impervious to damage as they rampage through cities,
  striking down any who oppose them.
  Listed here are 10th level spells, one as a capstone for
  each school of magic, and epic-level versions of 9th level
  spells. The only way for one to gain access to them is through
  the favor of a god or similarly powerful individual, using the
  following Epic Boon as an example, which is designed to give
  someone access to these spells. While there may be long-
  forgotten scrolls with their contents, they are so rare as to be
  dismissed as rumor and hearsay.
  Boon of Epic Magic
  Prerequisite: you must have two 7th level spell slots
  You gain one 10th level spell slot, and learn one 10th level
  spell of your choice. This spell does not count against the
  number of spells you know. Once you expend this spell slot, it
  cannot be regained until 100 days have passed.
  10th Level Spell List
  Anglin's Nova
  10th-level Evocation
  Casting Time: 1 hour
  Range: Sight
  Components: V, S, M (the heart of a phoenix worth 2,500 gp,
  which the spell consumes)
  Duration: Instantaneous
  You punch a hole in the fabric of reality at a point you can
  see within range, causing raw magic to burst forth for a split
  second. This burst emits bright light with the properties of
  sunlight out to a distance of 100 miles, and an earth-
  shattering boom out to a distance of 50 miles. Any creatures
  within 1 mile of the burst who can see the light when it
  appears are blinded.
  Creatures within 1000 feet of the burst must make a
  Constitution saving throw, even if they are behind total cover.
  A target takes 10d10 + 50 force damage and 10d10 + 50
  thunder damage on a failed save, or half as much damage on
  a successful one. Structures and objects not being worn or
  carried within this distance also take the damage, which is
  doubled against them.
  If this damage is enough to destroy objects or structures,
  they are obliterated, leaving behind traces of a white,
  scorched dust. Any creations of magical force are also
  obliterated. If this damage kills a creature or reduces it to 0
  hit points it is obliterated in the same way, along with
  everything it is wearing and carrying except magical items.
  The creature can then only be restored to life by means of a
  true resurrection or wish spell.
  Auma's Axiom
  10th-level Enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: S, M (the tongue of a solar, worth 500 gp)
  Duration: Instantaneous
  You gesture towards a creature you can see within range.
  In order to identify this gesture as a spell, a creature must
  succeed on a Wisdom (Perception) check versus your spell
  save DC. The target of the gesture must make a Wisdom
  saving throw or be effected, and creatures with 150 hit points
  or less fail this saving throw automatically. While effected, a
  creature regards you as someone closer to it than anyone
  else, and someone to be trusted and obeyed absolutely.
  You have an unbreakable telepathic bond with all creatures
  effected by you in this way, and a creature understands and
  obeys the commands it receives through this connection
  unfalteringly. You can command up to five creatures in this
  way, requiring no action, on your turn, and you can use your
  action to command any number of them this way.
  You can also use your action to take total and precise
  control of a creature through your telepathic bond. Until the
  end of your next turn, the creature takes only the actions you
  choose, and doesn't do anything that you don't allow it to do.
  During this time, you can also cause the creature to use a
  reaction, but this requires you to use your own reaction as
  well.
  If a creature effected by this spell dies, you can attempt to
  transfer the spell to another creature you can see within 30
  feet of the body. The creature must make a Wisdom saving
  throw or be effected, and creatures with 150 hit points or less
  fail this saving throw automatically.
  This spell can only be ended with a wish spell. All other
  attempts to end it simply fail.
  10
  
  Dalaundo's Destiny
  10th-level Divination
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (a flawless glass sphere worth 20,000
  gp)
  Duration: Instantaneous
  You weave the fabric of destiny around you, shrouding you
  and anything you're wearing or carrying for the duration. You
  can cause this shroud to become inactive as an action. While
  inactive, it is undetectable, and has no effect. You can
  reactivate it as a bonus action or as a reaction whenever you
  are targeted by an attack or harmful effect.
  While the shroud is active, you are hidden to anything not
  also shrouded, as if you had made a successful check to hide,
  however impossible such a check would've been. Because of
  this, you can stand in the open and not be noticed, shout and
  not be heard, attack and not be discovered, and so on. You
  cannot be tracked, and are hidden from divination magic.
  This effect cannot be dispelled, disrupted, or suppressed,
  and is so strong, even gods are often unable to penetrate it.
  After you have had the shroud active for a total of 10 days, the
  spell ends.
  Denak's Avatar
  10th-level Abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (A crystal of adamantine worth at least
  5,000gp, which the spell consumes)
  Duration: Concentration, up to 8 hours
  You adopt a powerful avatar of protection for the duration,
  which takes the form of spectral, prismatic armor, encasing
  you. While in this avatar form you are immune to damage,
  and can't be affected or detected by magic unless you wish to
  be.
  Simbul's Permanency
  10th-level Transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (one solid diamond cube, worth 1,000
  gp, for every level of the spell you wish to make permanent,
  which the spell consumes)
  Duration: Instantaneous
  This spell makes another spell permanent by transmuting
  the very nature of its magic, stretching the spell across time
  itself. The first spell you cast after casting Simbul's
  Permanency that has a duration besides Instantaneous is
  made permanent. If the spell requires creatures to make a
  saving throw for it to take effect, the creatures automatically
  fail the saving throw.
  The spell lasts forever, and it cannot be ended, dispelled, or
  suppressed, regardless of the spell's description. It continues
  to function under all circumstances, even when in an area of
  antimagic. Only you hold the power to end the spell, which
  you can do as an action.
  Thalantyr's Summons
  10th-level Conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a hunting horn carved from a tree
  grown in the Astral plane, worth 500 gp)
  Duration: Instantaneous
  The greatest summoning spell a mortal can learn. You
  summon three creatures of challenge rating 24 or lower that
  appear within unoccupied spaces that you can see within
  range. The summoned creatures are friendly to you and your
  companions.
  The creatures are, for all intents and purposes, their own
  beings. Roll initiative for the summoned creatures separately.
  They understand and obey any commands that you issue to
  them without fail, and you can command them verbally on
  your turn (no action required by you). If you don't issue any
  commands to them, they act according to their nature, and
  according to the fact that they are friendly to you and your
  companions. The DM has the creatures' statistics.
  Xzar's Soulblight
  10th-level Necromancy
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (the skull of a lich worth at least 999
  gp, which the spell consumes)
  Duration: Concentration, up to 1 minute
  You will the powers of death to infect one creature of your
  choice that you can see within range. That creature must
  make a Constitution saving throw when you first cast this
  spell, and at the end of each of its turns while you concentrate
  on it. If it ever fails this saving throw, the spell ends, and the
  creature is cursed with Soulblight. This curse can only be
  removed by a greater restoration spell cast using a 9th-level
  spell slot, or a wish spell. While a creature is cursed, it gains
  the following effects:
  Every time the creature finishes a long rest, its'
  Constitution score is reduced by 1. Every time a creature not
  cursed with Soulblight spends 1 hour within 30 feet of one
  that is, it must make a Constitution saving throw or become
  cursed as well. This effect ignores total cover and penetrates
  magical barriers and defenses created by spells of 8th level or
  lower.
  Finally, any creature that dies while affected by this curse
  reanimates as a zombie under your command after 24 hours.
  These creatures obey your orders to the best of their abilities.
  If you give them no orders, they will wander and attempt to
  kill other living creatures they come across. Whenever a
  zombie comes into physical contact with a creature not
  cursed with Soulblight (usually by making an attack), that
  creature must make a DC 14 Constitution saving throw or
  become cursed as well. A creature killed by these zombies
  animates after 24 hours as if it died while cursed.
  11
  
  Zahn's Fantasy
  10th-level Illusion
  Casting Time: 24 hours
  Range: Sight
  Components: V, S, M (a prism infused with gold, worth 1,000
  gp)
  Duration: Until Dispelled
  Summoning the strongest illusion magic known, you
  create the illusion of any number of sensory phenomena,
  which appears at a spot that you can see and lasts for the
  duration. It seems completely real, and can include sounds,
  smells, temperature, and other sensations appropriate to the
  thing depicted. You can't create sufficient heat or cold to
  cause damage, a sound loud enough to deal thunder damage
  or deafen a creature, or a smell that might sicken a creature
  (like a troglodyte's stench).
  The illusion is not physical, however it can invoke tactile
  sensations, such as a gentle breeze, rough bark, or a prickling
  as if one was being watched. It can even emulate arcane
  sensations, such as the auras seen when using detect magic.
  The illusion can appear to move and emulate different
  sensations within itself, such as if you create the illusion of a
  town, complete with people walking and talking as the smells
  of a market waft through the air.
  As long as you can see the illusion, you can use your action
  to cause the image to move to any other spot you can see. As
  it changes location, you can alter it so that its movement
  seems natural for the illusion. For example, if you create an
  image of a creature and move it, you can alter the image so
  that it appears to be walking. Similarly, you can cause the
  illusion to make different sounds at different times, even
  making it carry on a conversation, for example.
  Physical interaction with the illusion may reveal it to be an
  illusion, because although it can invoke tactile sensations,
  things can still pass through it. A creature that uses its action
  to examine the image can determine that it is an Illusion with
  a successful Intelligence (Investigation) check against your
  spell save DC. If a creature discerns the Illusion for what it is,
  the creature can see through the image, and its other sensory
  qualities become faint to the creature.
  12
  
  Potent Cantrips
  Seeing as the 6th-level feature for the
  wizard's School of Evocation was one of the shittiest features
  of the entire class, I decided to take a stab at empowering
  some of their cantrips. While these might not be available to
  adventurer's right off the bat, perhaps they are taught by a
  specific sage that they must seek out, or their tomes can only
  be found in a forgotten library. Or perhaps you may allow
  your players to upgrade their existing cantrip to its potent
  form instead of taking an Ability Score Improvement.
  Regardless, here is a list for you to peruse!
  Potent Acid Splash
  Conjuration cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  A small eruption of acid bursts from a solid surface at a
  point you choose within range. All creatures and objects
  within 5 feet must make a Dexterity saving throw. A Creature
  takes 1d6 acid damage and has its AC reduced by 2 on a
  failed save, or takes half as much damage on a successful
  one. This acid damage is maximized for metallic objects. This
  reduction in AC lasts until the end of your next turn.
  This spell's damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Potent Blade Ward
  Abjuration cantrip
  Casting Time: 1 bonus action
  Range: Touch
  Components: S
  Duration: 1 round
  You extend your hand and trace a sigil of warding on a
  creature you touch. That creature gains resistance to
  bludgeoning, piercing, or slashing damage (your choice) until
  the end of your next turn.
  Potent Booming Blade
  Evocation cantrip
  Casting Time: 1 action
  Range: Special
  Components: V, M (a weapon)
  Duration: 1 round
  As part of the action used to cast this spell, you must make
  a melee attack with a weapon against one creature within
  range (which is the reach of the weapon), otherwise the spell
  fails. On a hit, the target suffers the attack's normal effects,
  takes 1d8 additional thunder damage, and becomes sheathed
  in booming energy until the start of your next turn. If the
  target willingly moves before then, it immediately takes 1d8
  thunder damage, and the spell ends.
  Both of this spell's damage rolls increase by 1d8 when you
  reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  Potent Chill Touch
  Necromancy cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: 1 round
  You create a ghostly, skeletal hand in the space of a
  creature within range. Make a ranged spell attack against the
  creature to assail it with the chill of the grave. On a hit, the
  target takes 1d8 necrotic damage. Until the end of your next
  turn, the hand clings to the target, and whenever the target
  would regain hit points, you regain those hit points instead.
  If you hit an undead target, it also has disadvantage on the
  first attack rolls against you until the end of your next turn.
  This spell's damage increases by 1d8 when you reach 5th
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Potent Create Bonfire
  Conjuration cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  You create a bonfire on ground that you can see within
  range. Until the spells ends, the magic bonfire fills a 15-foot
  cube. Any creature in the bonfire’s space when you cast the
  spell must succeed on a Dexterity saving throw or take 1d8
  fire damage. A creature must also make the saving throw
  when it moves into the bonfire’s space for the first time on a
  turn or ends its turn there.
  The bonfire ignites flammable objects in its area that aren't
  being worn or carried.
  The spell’s damage increases by 1d8 when you reach 5th
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Potent Dancing Lights
  Evocation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You create up to four torch sized lights within range,
  making them appear as torches, lanterns, or glowing orbs
  that hover in the air for the duration. You can also combine
  the four lights into one glowing vaguely humanoid form of
  Medium size. Whichever form you choose, each light sheds
  bright light in a 10-foot radius, and dim light for an additional
  10 feet.
  As a bonus action on your turn, you can move the lights to
  a new spot within range. A light must be within 40 feet of
  another light created by this spell, and a light winks out if it
  exceeds the spell's range.
  13
  
  Potent Druidcraft
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  Whispering to the spirits of nature, you create one of the
  following effects within range:
  You create a tiny, harmless sensory effect that predicts
  what the weather will be at a location you choose for the
  next 24 hours. The location must be one you are familiar
  with. The effect might manifest as a golden orb for clear
  skies, a cloud for rain, falling snowflakes for snow, and so
  on. This effect persists for 1 round.
  You instantly make a flower blossom, a seed pod open, or
  a leaf bud bloom.
  You create an instantaneous, harmless sensory effect,
  such as falling leaves, a puff of wind, the sound of a small
  animal, or the faint odor of skunk. The effect must fit in a
  10-foot cube.
  You instantly light or snuff out a candle, torch, or a
  campfire that fits within a 10-foot cube.
  In addition, you can upon simple natural elements to
  damage a creature you can see within range. Make a ranged
  spell attack against them. On a hit, they take 1d4 damage of a
  type of your choice. Perhaps they find a thorn in their shoe, a
  poisonous pod appears and explodes, or a forest-fire ember
  hurls from your hand.
  Potent Eldritch Blast
  Evocation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  A beam of crackling energy streaks toward a creature
  within range. Make a ranged spell attack against the target.
  On a hit, the target takes 2d6 force damage.
  The spell creates more than one beam when you reach
  higher levels: two beams at 5th level, three beams at 11th
  level, and four beams at 17th level. You can direct the beams
  at the same target or at different ones. Make a separate
  attack roll for each beam.
  Potent Fire Bolt
  Evocation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You hurl a mote of fire at a creature, object, or point within
  range. Make a ranged spell attack against the target. On a hit,
  the target takes 2d8 fire damage. A flammable object hit by
  this spell takes double the damage, and ignites if it isn't being
  worn or carried.
  This spell's damage increases by 1d8 when you reach 5th
  level (3d8), 11th level (4d8), and 17th level (5d8).
  Potent Friends
  Enchantment cantrip
  Casting Time: 1 action
  Range: Self
  Components: S, M (a small amount of makeup applied to the
  face as this spell is cast)
  Duration: 1 minute
  For the duration, you have advantage on all Charisma
  checks directed at one creature of your choice. When the
  spell ends, the creature must make a Wisdom saving throw to
  realize that you used magic to influence its mood.
  The number of creatures you can target with this spell
  increases when you reach 5th level (2 creatures), 11th level (3
  creatures), and 17th level (4 creatures).
  Potent Frostbite
  Evocation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You cause numbing frost to form on one creature that you
  can see within range. The target must make a Constitution
  saving throw. On a failed save, the target takes 1d6 cold
  damage, and it has disadvantage attack rolls until the end of
  your next turn. A target takes half damage on a successful
  save, and does not have disadvantage on attack rolls.
  This spell’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  14
  
  Potent Green-flame Blade
  Evocation cantrip
  Casting Time: 1 action
  Range: Self
  Components: V, M (a weapon)
  Duration: Instantaneous
  As part of the action used to cast this spell, you must make
  a melee attack with a weapon against one creature within the
  weapon's reach, otherwise the spell fails. On a hit, the target
  suffers the attack's normal effects, takes 1d8 additional fire
  damage, and green fire leaps from the target to a different
  creature of your choice that you can see within 5 feet of it.
  The second creature takes fire damage equal to your
  spellcasting ability modifier.
  This spell's damage increases when you reach higher
  levels. At 5th level, the melee attack deals an extra 2d8 fire
  damage to the target, and the fire damage to the second
  creature increases to 1d8 + your spellcasting ability modifier.
  Both damage rolls increase by 1d8 at 11th level and 17th
  level.
  Potent Guidance
  Divination cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Concentration, up to 10 minutes
  You target one willing creature you can see within range.
  Once before the spell ends, the target can roll a d4 and add
  the number rolled to one ability check or attack roll of its
  choice. It can roll the die before or after making the ability
  check. The spell then ends.
  Potent Gust
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Instantaneous
  You seize the air and compel it to create one of the
  following effects at a point you can see within range:
  One Medium or smaller creature that you choose must
  succeed on a Strength saving throw or be pushed up to 5
  feet away from you.
  You create a blast of air capable of moving one object that
  is being neither held nor carried and that weighs no more
  than 5 pounds. The object is pushed up to 10 feet away
  from you. It isn’t pushed with enough force to cause
  damage.
  You create a harmless sensory effect using air, such as
  causing leaves to rustle, wind to slam shutters shut, or
  your clothing to ripple in a breeze.
  The maximum distance you can push objects and
  creatures with this spell increases by 5 feet when you reach
  5th level (10 feet for a creature, 15 for an object), 11th level
  (15 feet for a creature, 20 for an object), and 17th level (20
  feet for a creature, 25 for an object). The maximum weight of
  objects you can push is equal to the number of feet you can
  push it minus 5.
  Potent Infestation
  Conjuration cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a living flea)
  Duration: Instantaneous
  You cause a cloud of mites, fleas, and other parasites in
  your hand and hurl it at a creature or object made of
  vegetable matter within range. On a hit, the creature takes
  1d6 poison damage and moves 5 feet in a direction of your
  choice if it can move and its speed is at least 5 feet. This
  movement doesn’t provoke opportunity attacks.
  If you hurled the cloud at an object made of vegetable
  matter, it takes the maximum damage possible from this
  spell. In addition, any Strength check made to break the
  object within the next minute has advantage.
  The spell’s damage increases by 1d6 when you reach 5th
  level (2d6), 11th level (3d6), and 17th level (4d6).
  Potent Light
  Evocation cantrip
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: S
  Duration: 1 hour
  You target one object within range that is no larger than 10
  feet in any dimension. Until the spell ends, the object sheds
  bright light in a 20 foot radius and dim light for an additional
  20 feet. The light can be colored and textured as you like.
  Completely covering the object with something opaque
  blocks the light. The spell ends if you cast it again or dismiss
  it as an action.
  If you target an object held or worn by a hostile creature,
  that creature must succeed on a Dexterity saving throw to
  avoid the spell.
  Alternatively, you can choose for this light to be sunlight.
  The spell otherwise remains the same, however the object
  sheds bright light only in a 5-foot radius, and dim light for an
  additional 5 feet.
  The radius of the bright and dim light, but not the sunlight,
  both increase by 10 feet when you reach 5th level (30 feet),
  11th level (40 feet), and 17th level (50 feet).
  15
  
  Potent Mage Hand
  Conjuration cantrip
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: V, S
  Duration: 10 minutes
  A spectral, floating hand appears at a point you choose
  within range. The hand lasts for the duration or until you
  dismiss it as an action. The hand vanishes if it is ever more
  than 30 feet away from you or if you cast this spell again.
  You can use your action to control the hand. You can use
  the hand to manipulate an object, open an unlocked door or
  container, stow or retrieve an item from an open container, or
  pour the contents out of a vial. You can move the hand up to
  30 feet each time you use it. The hand can't attack or activate
  magic items.
  When attempting to carry or manipulate something heavier
  than 10 pounds, the hand makes a check using your
  spellcasting ability modifier. The DC is equal to 10 + the
  number of pounds above the limit you are trying to
  manipulate. On a success, you are able to manipulate that
  object for one round (6 seconds).
  The weight of objects you can manipulate freely increases
  by 10 pounds when you reach 5th level (20 pounds), 11th
  level (30 pounds), and 17th level (40 pounds).
  Potent Mending
  Transmutation cantrip
  Casting Time: 1 minute
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  This spell repairs a single break or tear in an object you
  touch, such as a broken chain link, two halves of a broken
  key, a torn cloak, or a leaking wineskin. As long as the break
  or tear is no larger than 1 foot in any dimension, you mend it,
  leaving no trace of the former damage.
  This spell can physically repair a magic item or construct,
  but the spell can’t restore magic to such an object.
  Alternatively, you can cast this spell to magically fuse up to
  6 square inches of non-living material to an object touching it,
  such as a sword to its scabbard or a rope to a ledge. This
  fusion lasts for 1 hour. Creatures attempting to separate the
  fused objects must make a Strength check against your spell
  save DC. The fused objects can support a number of pounds
  equal to your spell save DC x 10 before they separate.
  The size of a break or tear this spell can repair increases
  by 1 foot when you reach 5th level (2 feet), 11th level (3 feet),
  and 17th level (4 feet)
  Potent Message
  Transmutation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: S
  Duration: 1 round
  You point your finger toward a creature within range and
  whisper a message. The target (and only the target) hears the
  message and can reply in a whisper that only you can hear.
  You can cast this spell through solid objects if you are
  familiar with the target and know it is beyond the barrier.
  Magical silence, 1 foot of stone, 1 inch of common metal, a
  thin sheet of lead, or 3 feet of wood blocks the spell. The spell
  doesn't have to follow a straight line and can travel freely
  around corners or through openings.
  Alternatively, you can send out a message to every creature
  within a 15-foot cube centered on a point you choose within
  range. This message must be 4 words or less, and cannot be
  replied to.
  This spell's range increases at 5th level (150 feet), 11th
  level (300 feet), and 17th level (600 feet)
  Potent Minor Illusion
  Illusion cantrip
  Casting Time: 1 bonus action
  Range: 60 feet
  Components: V, S
  Duration: 1 hour
  You create a sound or an image of an inanimate object
  within range that lasts for the duration. The illusion also ends
  if you dismiss it on your turn (no action required).
  If you create a sound, its volume can range from a whisper
  to a scream. It can be your voice, someone else's voice, a
  lion's roar, a beating of drums, or any other sound you choose.
  The sound continues unabated throughout the duration, or
  you can make discrete sounds at different times before the
  spell ends.
  If you create an image of an object - such as a chair, muddy
  footprints, or a small chest—it must be no larger than a 10-
  foot cube. The image can't create sound, light, smell, or any
  other sensory effect. Physical interaction with the image
  reveals it to be an illusion, because things can pass through
  it.
  If a creature uses its action to examine the sound or image,
  the creature can determine that it is an illusion with a
  successful Intelligence (Investigation) check against your
  spell save DC. If a creature discerns the illusion for what it is,
  the illusion becomes faint to the creature.
  You can have up to five instances of this spell active at a
  time. Upon casting the spell again, the oldest one dissipates.
  16
  
  Potent Poison Spray
  Conjuration cantrip
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S
  Duration: 1 round
  A cloud of noxious gas ejects from your hand, harming one
  creature you can see within range. The creature must
  succeed on a Constitution saving throw or take 2d8 poison
  damage and have disadvantage on their next attack until the
  start of your next turn. A creature takes half damage on a
  successful save.
  This spell's damage increases by 2d8 when you reach 5th
  level (4d8), 11th level (6d8), and 17th level (8d8).
  Potent Prestidigitation
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 hour
  This spell is a minor magical trick that novice spellcasters
  use for practice. You create one of the following magical
  effects within range:
  You create an instantaneous, harmless sensory effect,
  such as a shower of sparks, a puff of wind, faint musical
  notes, or an odd odor.
  You instantaneously light or snuff out up to 5 candles,
  torches, or small campfires.
  You instantaneously clean or soil an object no larger than
  1 cubic foot.
  You chill, warm, or flavor up to 1 cubic foot of nonliving
  material for 1 hour.
  You make a color, a small mark, or a symbol appear on an
  object or a surface for 1 hour.
  You create a non-magical trinket or an illusory image that
  can fit in your hand and that lasts for 1 minute.
  In addition, you can make a spell attack against one
  creature you can see within range, and deal 1d4 damage
  from a type of your choosing to them. Perhaps a small ember
  burns across their cheek, they experience a sudden migraine,
  or feel an invisible knife stab into their arm, dealing piercing
  damage.
  If you cast this spell multiple times, you can have up to
  three of its non-instantaneous effects active at a time, and you
  can dismiss such an effect at will.
  Potent Ray of Frost
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  A frigid beam of blue-white light streaks towards a creature
  within range. Make a ranged spell attack against the target.
  On a hit, it takes 1d8 cold damage, and its speed is reduced
  by 15 feet until the start of your next turn.
  The caster can also choose to cast this ray as a 1-foot wide,
  15-foot long line. Creatures in the line must make a
  constitution saving throw or take 1d6 cold damage and have
  their speed reduced by 10 feet until the start of your next
  turn.
  This spell's damage increases when you reach 5th level
  (2d8, 2d6), 11th level (3d8, 3d6), and 17th level (4d8, 4d6)
  Potent Shocking Grasp
  Evocation cantrip
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Instantaneous
  Lightning springs from your hand to deliver a shock to a
  creature you try to touch. Make a melee spell attack against
  the target. You have advantage on the attack roll if the target
  is wearing armor made of metal. On a hit, the target takes
  4d4 lightning damage, it can't take reactions until the start of
  its next turn, and it has disadvantage on the next Dexterity
  check made before the start of your next turn.
  The spell's damage increases by 2d4 when you reach 5th
  level (6d4), 11th level (8d4), and 17th level (10d4).
  Potent True Strike
  Divination cantrip
  Casting Time: 1 bonus action
  Range: 60 feet
  Components: S
  Duration: Concentration, up to 1 round
  You extend your hand and point a finger at a target in
  range. Your magic grants you a brief insight into the target's
  nature. You gain advantage on your next attack roll or ability
  check against the target, provided the spell hasn't ended.
  The spell's range increases when you reach 5th level (90
  feet), 11th level (150 feet), and 17th level (300 feet).
  17
  
  Improved Spells
  L
  ooking through various forums, and even
  playtesting these spells myself, many people
  found them to be lack-luster for their level,
  requirements, or their effects in general, so
  here are some ways in how to make them more
  potent.
  Witch Bolt (Improved)
  1st-level Evocation (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a clear, crystal or glass orb)
  Duration: 1 minute
  A beam of crackling, blue energy lances out toward a
  creature within range, forming a sustained arc of lightning
  between you and the target. Make a ranged spell attack
  against that creature. On a hit, the target takes 1d12
  lightning damage, and on each of your turns for the duration,
  you can use your action to deal 2d6 lightning damage to the
  target automatically. The spell ends if you use your action to
  cast another spell. The spell also ends if the target is ever
  outside the spell's range or if it has total cover from you.
  At Higher Levels: When you cast this spell using a spell
  slot of 2nd level or higher, the initial damage increases by
  1d12 for each slot level above 1st, and the sustained damage
  increases by 1d6 for each slot level above 1st.
  Ray of Enfeeblement (Improved)
  2nd-level Necromancy (Warlock, Wizard)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a clear, crystal or glass orb)
  Duration: 1 minute
  A black beam of enervating energy springs from your finger
  toward a creature within range. The creature must make a
  Constitution saving throw. On a failed save, the target's speed
  is reduced by 10 feet, the target deals half damage with
  melee weapon attacks, and the target has disadvantage on
  Strength and Dexterity checks.
  At the end of each of the target's turns, it can make a
  Constitution saving throw against the spell. On a success, the
  spell ends.
  Mordenkainen's Sword (Improved)
  7th-level Evocation (Bard, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a sword-shaped plane of force that hovers
  within range. It lasts for the duration.
  When the sword appears, you can move the sword up to 30
  feet, and make up to three melee spell attacks. Each creature
  or object can only be hit once until the end of your turn. On a
  hit, a target takes force damage equal to 4d6 plus your
  spellcasting ability modifier. If a creature moves away from
  the sword in a way that could trigger an Opportunity Attack,
  as if a creature occupied the sword's space, you can use your
  reaction to make one attack against it using the sword.
  Until the spell ends, you can use a bonus action on each of
  your turns to move the sword up to 30 feet and repeat the
  three attacks against the same targets or different ones.
  Abi-Dalzim's Horrid Wilting
  (Improved)
  8th-level Necromancy (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a bit of sponge)
  Duration: Instantaneous
  You draw the moisture from every creature in a 30-foot
  cube centered on a point you choose within range. Each
  creature in that area must make a Constitution saving throw.
  Constructs and undead aren't affected, and plants and water
  elementals make this saving throw with disadvantage. A
  creature gains one level of exhaustion and takes 10d8
  necrotic damage on a failed save, or half as much damage on
  a successful one. Creatures who succeed the save aren't
  exhausted. Plants and water elementals automatically take
  maximum damage.
  Circle of Death (Improved)
  6th-level Necromancy (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a bit of sponge)
  Duration: Instantaneous
  A wave of negative energy ripples out in a 60-foot radius
  sphere centered on a point you choose within range, thinning
  the veil between life and death. Each creature in that area
  must make a Constitution saving throw. A target takes 5d10
  necrotic damage on a failed save, or half as much damage on
  a successful one. Undead affected by the spell regain hit
  points for the damage rolled on the dice, instead of taking
  damage.
  18
  
  In addition, creatures that fail their saving throw mark off a
  failed Death saving throw, even if they are not dying. If a
  creature begins dying and rolls Death saving throws as usual,
  they keep any failed Death saving throws already present.
  When a creature reaches three failed death saving throws at
  any time, it dies.
  Death saving throws failed because of this property of
  circle of death are only reset by a greater restoration spell or
  similar magic.
  19
  
  Epic Versions of 9th Level Spells
  Astral Projection (Epic)
  10th-level Necromancy
  Casting Time: 1 minute
  Range: 120 feet
  Components: S, M (a forked, metal rod worth at least 250 gp,
  attuned to a particular plane of existence)
  Duration: Special
  You and up to eight willing creatures within range project
  your astral bodies into a plane of your choosing, for which
  you need the forked, metal rod, or the astral plane, for which a
  rod is not needed. The spell fails and the casting is wasted if
  you are already on that plane. The material body you leave
  behind is unconscious and in a state of suspended animation;
  it doesn't need food, water, or air, it doesn't age, and its
  resistant to all damage.
  Your astral body resembles your mortal form in almost
  every way, replicating your game statistics and possessions.
  The principal difference is the addition of a silvery cord that
  extends from between your shoulder blades and trails behind
  you, fading to invisibility after 1 foot. This cord is your tether
  to your material body. As long as the tether remains intact,
  you can find your way home. If the cord is cut—something
  that can happen only when an effect specifically states that it
  does—you must find a way back on your own.
  Your astral form can freely travel through the chosen plane
  and can pass through portals there leading to any other
  plane. If you enter a new plane or return to the plane you
  were on when casting this spell, your body and possessions
  are transported along the silver cord, allowing you to re-enter
  your body as you enter the new plane. Your astral form is a
  separate incarnation. Any damage or other effects that apply
  to it have no effect on your physical body, nor do they persist
  when you return to it.
  The spell ends for you and your companions when you use
  your action to dismiss it. When the spell ends, the affected
  creature returns to its physical body, and it awakens. The
  spell also ends after 7 days (168 hours) have elapsed if you
  used the spell to travel to a plane other than the Astral Plane.
  The spell might also end early for you or one of your
  companions. A successful dispel magic spell used against an
  astral or physical body ends the spell for that creature. If a
  creature's original body or its astral form drops to 0 hit
  points, the spell ends for that creature. If the spell ends and
  the silver cord is intact, the cord pulls the creature's astral
  form back to its body, ending its state of suspended
  animation.
  If you are returned to your body prematurely, your
  companions remain in their spectral forms and must find
  their own way back to their bodies, usually by dropping to 0
  hit points.
  Foresight (Epic)
  10th-level Divination
  Casting Time: 1 minute
  Range: Touch
  Components: S
  Duration: 8 hours
  You touch a willing creature and bestow a limited ability to
  see into the immediate future. For the duration, the target
  can't be surprised and has advantage on attack rolls, ability
  checks, and saving throws. Additionally, other creatures have
  disadvantage on attack rolls, ability checks, and saving
  throws caused by the target under foresight for the duration.
  This spell immediately ends if you cast it again before its
  duration ends.
  Gate (Epic)
  10th-level Conjuration
  Casting Time: 1 action
  Range: Sight
  Components: V, S
  Duration: Until dispelled
  You conjure a portal linking an unoccupied space you can
  see to a precise location on a different (or the same) plane of
  existence. The portal is a circular opening, which you can
  make 1 to 30 feet in diameter. You can orient the portal in any
  direction you choose. The portal lasts until the caster
  chooses to dismiss it on their turn as an action, or until it is
  dispelled.
  The portal has a front and a back on each plane where it
  appears. It can also appear as invisible. Travel through the
  portal is possible only by moving through its front. Anything
  that does so is instantly transported to the other portal,
  appearing in the unoccupied space nearest to the portal.
  Deities and other planar rulers can prevent portals created
  by this spell from opening in their presence or anywhere
  within their domains.
  When you cast this spell, you can speak the name,
  pseudonym, title, or nickname of a specific creature. The
  portal opens in the named creature's immediate vicinity and
  draws the creature through it to the nearest unoccupied
  space on your side of the portal. You gain no special power
  over the creature, and it is free to act as the DM deems
  appropriate. It might leave, attack you, or help you.
  20
  
  Imprisonment (Epic)
  10th-level Abjuration
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a special component that varies
  according to the version of the spell you choose, worth at
  least 300 gp per Hit Die of the target with the most Hit
  Die)
  Duration: Until dispelled
  You create a magical restraint to hold up to three creatures
  that you can see within range. Each target must succeed on a
  Wisdom saving throw or be bound by the spell; if it succeeds,
  it is restrained, and must make saving throws at the end of
  each round of combat. Upon failing the save twice, the spell
  takes effect, and it ends on two successes. The successes and
  failures don't need to be consecutive. A creature that
  succeeds on its saving throw to fully resist the spell are
  immune to its effects for 1 month.
  While affected by this spell, the creature doesn't need to
  breathe, eat, or drink, and it doesn't age. Divination spells
  can't locate or perceive the target.
  When you cast the spell, you choose one of the following
  forms of imprisonment:
  Burial: The target is entombed far in the outer realms in a
  sphere of magical force that is just large enough to contain
  the target. Nothing can pass through the sphere, nor can any
  creature teleport or use planar travel to get into or out of it.
  The special component for this version of the spell is a small,
  perfectly crafted mithril orb.
  Hedged Prison: The spell transports the target into a
  demiplane that is warded against teleportation and planar
  travel. The demiplane can be a labyrinth, a cage, a tower, or
  any similar confined structure or area of your choice.
  The special component for this version of the spell is a
  miniature representation of the prison made from jade.
  Minimus Containment: The target shrinks to a height of 1
  inch and is imprisoned inside a gemstone or similar object.
  Light can pass through the gemstone normally (allowing the
  target to see out and other creatures to see in), but nothing
  else can pass through, even by means of teleportation or
  planar travel. The gemstone can't be cut or broken while the
  spell remains in effect. The caster of the spell can use an
  action and allow the creature(s) inside the gemstone to
  communicate telepathically with any creature within 5 feet.
  The special component for this version of the spell is a
  transparent gemstone, such as a corundum, diamond, or ruby.
  Slumber: The target becomes catatonic and cannot be
  woken. Creatures not normally affected by sleep are still
  affected by this.
  The special component for this version of the spell is a rare
  combination of herbs.
  Ending the Spell: During the casting of the spell, in any of
  its versions, you can specify a condition that will cause the
  spell to end and release the targets. The condition can be as
  specific or as elaborate as you choose, but the DM must
  agree that the condition is has a likelihood of coming to pass.
  The conditions can be based on a creature's name, identity, or
  deity but otherwise must be based on observable actions or
  qualities and not based on intangibles such as level, class, or
  hit points. This spell cannot end prematurely by any means
  other than the specified condition.
  You can use a particular special component to imprison
  multiple creatures at a time, as long as they have less hit dice
  than the creature imprisoned that has the most hit dice. If
  you cast the spell again using the same component, the new
  target joins the previous one in its imprisonment. Each
  component can have up to three creatures imprisoned by it at
  a time.
  Mass Heal (Epic)
  10th-level Evocation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S
  Duration: Instantaneous
  A flood of healing energy flows from you into creatures
  around you. You restore up to 1000 hit points, divided as you
  choose among any number of creatures that you are aware of
  within range. Creatures healed by this spell act as if they had
  lesser restoration cast upon them. You can choose different
  lesser restoration effects for each creature. This spell heals
  undead and constructs.
  Meteor Swarm (Epic)
  10th-level Evocation
  Casting Time: 1 action
  Range: sight
  Components: V, S
  Duration: Instantaneous
  Blazing orbs of fire plummet to the ground at ten different
  points you can see. Each creature in a 40-foot-radius sphere
  centered on each point you choose must make a Dexterity
  saving throw. The sphere spreads around corners. A creature
  takes 10d6 fire damage and 10d6 bludgeoning damage on a
  failed save, or half as much damage on a successful one. A
  creature in the area of more than one fiery burst is affected
  only once.
  The spell damages objects in the area, ignites flammable
  objects that aren't being worn or carried, and deals double
  damage to structures.
  Power Word Heal (Epic)
  10th-level Evocation
  Casting Time: 1 action or 1 bonus action
  Range: 60 feet
  Components: S
  Duration: Instantaneous
  A wave of healing energy washes over the creature you
  choose. The target regains all its hit points and hit dice. If the
  creature is charmed, frightened, paralyzed, stunned,
  incapacitated, petrified, poisoned, prone, or any combination
  of the above, the conditions end for that creature. The
  creature loses all levels of exhaustion, if it has any.
  21
  
  Power Word Kill (Epic)
  10th-level Enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: V
  Duration: Instantaneous
  You utter a word of power that can compel one creature
  you can see within range to die instantly. If the creature you
  choose has 300 hit points or fewer, it dies. Otherwise this
  spell has no effect.
  Prismatic Wall (Epic)
  10th-level Evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 hour
  A shimmering, multicolored plane of light forms an opaque
  wall—up to 100 feet long, 50 feet high, and 1 inch thick—
  centered on a point you can see within range. Alternatively,
  you can shape the wall into a sphere up to 50 feet in diameter
  centered on a point you choose within range. The wall
  remains in place for the duration. If you position the wall so
  that it passes through a space occupied by a creature, the
  creature is forced to a side of the wall of your choosing.
  The wall sheds bright light out to a range of 100 feet and
  dim light for an additional 100 feet. You and creatures you
  designate at the time you cast the spell can pass through and
  remain near the wall without harm. If another creature that
  can see the wall moves to within 20 feet of it or starts its turn
  there, the creature must succeed on a Constitution saving
  throw or become blinded for 1 minute.
  The wall consists of eight layers, each with a different
  color. When a creature attempts to reach into or pass through
  the wall, it does so one layer at a time through all the wall's
  layers. As it passes or reaches through each layer, the
  creature must make a Dexterity saving throw or be affected
  by that layer's properties as described below.
  The wall can be destroyed, also one layer at a time, in order
  from red to violet to white, by means specific to each layer.
  Once a layer is destroyed, it remains so for the duration of the
  spell. An antimagic field has no effect on it.
  1. Red. The creature takes 10d6 fire damage on a failed
  save, or half as much damage on a successful one. The layer
  can be destroyed by dealing at least 60 cold damage to it.
  2. Orange. The creature takes 10d6 acid damage on a
  failed save, or half as much damage on a successful one. The
  layer is destroyed by a strong wind (at least 25 miles per
  hour).
  3. Yellow. The creature takes 10d6 lightning damage on a
  failed save, or half as much damage on a successful one. This
  layer can be destroyed by dealing at least 60 force damage to
  it.
  4. Green. The creature takes 10d6 poison damage on a
  failed save, or half as much damage on a successful one. A
  passwall spell, or another spell of equal or greater level that
  can open a portal on a solid surface, destroys this layer.
  5. Blue. The creature takes 10d6 cold damage on a failed
  save, or half as much damage on a successful one. This layer
  can be destroyed by dealing at least 60 fire damage to it.
  6. Indigo. On a failed save, the creature is paralyzed. It
  must then make a Constitution saving throw at the end of
  each of its turns. If it successfully saves two times, the spell
  ends. If it fails its save, it permanently turns to stone and is
  subjected to the petrified condition.
  This layer is destroyed by bright light shed by a daylight
  spell or a similar spell of equal or higher level.
  7. Violet. On a failed save, the creature is blinded,
  deafened, and knocked prone. It must then make a Wisdom
  saving throw at the start of your next turn. A successful save
  ends the blindness. If it fails that save, the creature is
  transported to another plane of the DM's choosing and is no
  longer blinded or deafened. (Typically, a creature that is on a
  plane that isn't its home plane is banished home, while other
  creatures are usually cast into the Astral or Ethereal planes.)
  This layer is destroyed by a dispel magic spell or a similar
  spell of equal or higher level that can end spells and magical
  effects.
  8. White. The creature takes 10d6 force damage on a
  failed save, or half as much on a success. While this layer is
  in place, nothing can pass through the wall, including spells,
  attacks, and teleportation, including intra-planar travel.
  This layer has an AC of 20 and 200 hit points. It is immune
  to force, necrotic, poison, and psychic damage. It
  automatically fails Strength, Dexterity, and Constitution
  saving throws. It uses the caster's mental stats for
  Intelligence, Wisdom, and Charisma saving throws, but is
  classified as an object when determining if it is a valid target
  for spells and features. It is destroyed when it's hit points
  reach 0.
  Shapechange (Epic)
  10th-level Transmutation (ritual)
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (a jade circlet worth at least 5,000 gp,
  which you must place on your head before you cast the
  spell)
  Duration: Concentration, up to 1 hour
  You assume the form of a different creature for the
  duration. The new form can be of any creature with a
  challenge rating equal to 24 or lower. You must have seen the
  creature at least once. You transform into an average
  example of that creature, one without any class levels or the
  Spellcasting trait. You gain any Innate Spellcasting trait of
  the creature, however.
  Your game statistics are replaced by the statistics of the
  chosen creature, though you can retain your alignment and
  Intelligence, Wisdom, and Charisma scores, or any
  combination thereof. You also retain all of your skill and
  saving throw proficiencies, in addition to gaining those of the
  creature. If the creature has the same proficiency as you and
  the bonus listed in its statistics is higher than yours, use the
  creature's bonus in place of yours. You can't use any lair
  actions of the new form.
  22
  
  You assume the hit points and Hit Dice of the new form.
  When you revert to your normal form, you return to the
  number of hit points you had before you transformed. If you
  revert as a result of dropping to 0 hit points, any excess
  damage carries over to your normal form. As long as the
  excess damage doesn't reduce your normal form to 0 hit
  points, you aren't knocked unconscious.
  You retain the benefit of any features from your class, race,
  or other source and can use them, provided that your new
  form is physically capable of doing so. You can't use any
  special senses you have (for example, darkvision) unless your
  new form also has that sense. You can only speak if the
  creature can normally speak.
  When you transform, you choose whether your equipment
  falls to the ground, merges into the new form, or is worn by it.
  Worn equipment functions as normal. The DM determines
  whether it is practical for the new form to wear a piece of
  equipment, based on the creature's shape and size. Your
  equipment doesn't change shape or size to match the new
  form, and any equipment that the new form can't wear must
  either fall to the ground or merge into your new form.
  Equipment that merges has no effect in that state.
  During this spell's duration, you can use your bonus action
  to assume a different form following the same restrictions
  and rules for the original form, with one exception: if your
  new form has more hit points than your current one, your hit
  points remain at their current value.
  Storm of Vengeance (Epic)
  10th-level Conjuration
  Casting Time: 1 action
  Range: Sight
  Components: V, S
  Duration: Concentration, up to 1 minute
  A churning storm cloud forms, centered on a point you can
  see and spreading to a radius of 500 feet. Lightning flashes in
  the area, thunder booms, and strong winds roar. Each
  creature under the cloud (no more than 10,000 feet beneath
  the cloud) when it appears must make a Constitution saving
  throw. On a failed save, a creature takes 5d6 thunder damage
  and becomes deafened for 5 minutes.
  Each round you maintain concentration on this spell, the
  storm produces additional effects on your turn.
  Round 2: Acidic rain falls from the cloud. Each creature
  and object under the cloud takes 5d6 acid damage. Metal
  structures take double damage as they deteriorate.
  Round 3: You call ten bolts of lightning from the cloud to
  strike ten creatures or objects of your choice beneath the
  cloud. A given creature or object can't be struck by more than
  one bolt. A struck creature must make a Dexterity saving
  throw. The creature takes 10d6 lightning damage on a failed
  save, or half as much damage on a successful one.
  Round 4: Hailstones rain down from the cloud. Each
  creature under the cloud takes 5d6 bludgeoning damage.
  Structures take double damage.
  Round 5-10: Gusts and freezing rain assail the area under
  the cloud. The area becomes difficult terrain and is heavily
  obscured. Each creature there takes 5d6 cold damage.
  Ranged weapon attacks in the area are impossible. Creatures
  maintaining concentration on spells must make a
  concentration check equal to your spell save DC at the end of
  each of their turns. Finally, gusts of strong wind (ranging
  from 20 to 50 miles per hour) automatically disperse fog,
  mists, and similar phenomena in the area, whether mundane
  or magical. Structures take 5d6 bludgeoning damage each
  turn.
  Time Stop (Epic)
  10th-level Evocation
  Casting Time: 1 bonus-action
  Range: Self
  Components: V
  Duration: Instantaneous
  You briefly stop the flow of time for everyone but yourself.
  No time passes for other creatures, while you take 1d8 + 1
  turns in a row, during which you can use actions and move as
  normal.
  This spell ends if one of the actions you use during this
  period, or any effects that you create during this period, affect
  a creature other than you or an object being worn or carried
  by someone other than you.
  True Polymorph (Epic)
  10th-level Transmutation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a drop of mercury, a dollop of gum
  arabic, and a wisp of smoke)
  Duration: Concentration, up to 10 minutes
  Choose one creature or a number of non-magical objects
  that you can see within range that have more than 0 hit
  points. You transform the creature into a different creature,
  the creature into an object, or the objects into creature (the
  objects must be neither worn nor carried by another
  creature). The transformation lasts for the duration, or until
  the target drops to 0 hit points or dies. If you concentrate on
  this spell for the full duration, the transformation becomes
  permanent.
  An unwilling creature can make a Wisdom saving throw,
  and if it succeeds, it isn't affected by this spell.
  Creature into Creature: If you turn a creature into
  another kind of creature, the new form can be any kind you
  choose whose challenge rating is equal to or less than the
  target's (or its level, if the target doesn't have a challenge
  rating). The target's game statistics, including mental ability
  scores, are replaced by the statistics of the new form. It
  retains its alignment and personality.
  The target assumes the hit points of its new form, and
  when it reverts to its normal form, the creature returns to the
  number of hit points it had before it transformed. If it reverts
  as a result of dropping to 0 hit points, any excess damage
  carries over to its normal form. As long as the excess damage
  doesn't reduce the creature's normal form to 0 hit points, it
  isn't knocked unconscious.
  23
  
  The creature is limited in the actions it can perform by the
  nature of its new form, and it can't speak, cast spells, or take
  any other action that requires hands or speech unless its new
  form is capable of such actions.
  The target's gear melds into the new form. The creature
  can't activate, use, wield, or otherwise benefit from any of its
  equipment.
  Object into Creature: You can turn an object into any kind
  of creature, as long as the creature's size is no larger than the
  object's size and the creature's challenge rating is 10 or
  lower. You can target more objects if you change them into
  creatures of a challenge rating lower than 10. 10 objects can
  be transformed into 10 CR 1 creatures, 2 objects into 2 CR 5
  creatures, and so on.
  The creature(s) are friendly to you and your companions.
  They act on each of your turns. You decide what action they
  take and how they move. The DM has the creature's statistics
  and resolves all of their actions and movement.
  If the spell becomes permanent, you no longer control the
  creature(s). They might remain friendly to you, depending on
  how you have treated them.
  Creature into Object: If you turn a creature into an object,
  it transforms along with whatever it is wearing and carrying
  into that form. The creature's statistics become those of the
  object, and the creature has no memory of time spent in this
  form, after the spell ends and it returns to its normal form.
  True Resurrection (Epic)
  10th-level Necromancy (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a sprinkle of holy water and diamonds
  worth at least 25,000 gp, which the spell consumes)
  Duration: Instantaneous
  You touch a creature that has died. If the creature's soul is
  free and willing, the creature is restored to life with all its hit
  points.
  If the creature is unwilling, you make three ability checks
  versus those of the creature, one Intelligence, Wisdom, and
  Charisma check against those of the same nature. If you win
  the majority of the checks (caster wins ties), the spell is
  successful, otherwise it fails. If a soul is bound by some other
  entity, use those entity's stats for the checks.
  This spell closes all wounds, neutralizes any poison, cures
  all diseases, and lifts any curses affecting the creature when
  it died. The spell replaces damaged or missing organs and
  limbs.
  The spell can even provide a new body if the original no
  longer exists, in which case you must speak the creature's
  name, common title, or pseudonym. The creature then
  appears in an unoccupied space you choose within 10 feet of
  you.
  Weird (Epic)
  10th-level Illusion
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Drawing on the deepest fears of a group of creatures, you
  create illusory creatures in their minds, visible only to them.
  Each creature of your choice in a 60-foot-radius sphere
  centered on a point you choose within range takes 4d10
  psychic damage, and must make a Wisdom saving throw. On
  a failed save, a creature becomes frightened for the duration.
  The illusion calls on the creature's deepest fears, manifesting
  its worst nightmares as an implacable threat.
  At the start of each of the frightened creature's turns, it
  takes 4d10 psychic damage. An affected creature cannot
  willingly move closer to you, has disadvantage on ability
  checks and attack rolls, and cannot concentrate on spells. An
  affected creature can use an action on its turn to make an
  Intelligence (Investigation) check against your spell save DC.
  If the check is successful, the spell ends for that creature at
  the end of its current turn.
  24
  
  Wish (Epic)
  10th-level Conjuration
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Instantaneous
  Wish is the mightiest spell a mortal creature can cast. By
  simply speaking aloud, you can alter the very foundations of
  reality in accord with your desires.
  The basic use of this spell is to duplicate any other spell of
  9th level or lower (not including the Wish spell). You don't
  need to meet any requirements in that spell, including
  components. The spell simply takes effect.
  Alternatively, you can create one of the following effects of
  your choice:
  You create one object of up to 50,000 gp in value that isn't
  a magic item. The object can be no more than 300 feet in
  any dimension, and it appears in an unoccupied space you
  can see on the ground.
  You allow up to thirty creatures that you can see to regain
  all hit points, and you end all effects on them described in
  the greater restoration spell.
  You grant up to ten creatures that you can see resistance
  to a damage type you choose, or two creatures immunity
  to a damage type you choose.
  You grant up to ten creatures you can see immunity to a
  single spell or other magical effect for 24 hours. For
  instance, you could make yourself and all your
  companions immune to a lich's life drain attack.
  You undo a single recent event by forcing a reroll of any
  roll made within the last round (including your last turn).
  Reality reshapes itself to accommodate the new result.
  For example, a wish spell could undo an opponent's
  successful save, a foe's critical hit, or a friend's failed save.
  You can force the reroll to be made with advantage or
  disadvantage, and you can choose whether to use the
  reroll or the original roll.
  You might be able to achieve something beyond the scope
  of the above examples. State your wish to the DM as
  precisely as possible. The DM has great latitude in ruling
  what occurs in such an instance; the greater the wish, the
  greater the likelihood that something goes wrong. This spell
  might simply fail, the effect you desire might only be partly
  achieved, or you might suffer some unforeseen consequence
  as a result of how you worded the wish.
  For example, wishing that a villain was dead might propel
  you forward in time to a period when that villain is no longer
  alive, effectively removing you from the game. Similarly,
  wishing for a legendary magic item or artifact might instantly
  transport you to the presence of the item's current owner.
  The stress of casting this spell to produce any effect other
  than duplicating another spell weakens you. After enduring
  that stress, each time you cast a spell until you finish a long
  rest, you take 2d12 necrotic damage per level of that spell.
  This damage can't be reduced or prevented in any way. In
  addition, your Strength drops to 6, if it isn't 6 or lower
  already, for 2d4 days. For each of those days that you spend
  resting and doing nothing more than light activity, your
  remaining recovery time decreases by 2 days.
  Finally, there is a 33 percent chance that you are unable to
  cast wish ever again if you suffer this stress. You can replace
  the Wish spell with another spell of equal or lower level if this
  occurs. You must complete a long rest before being able to
  cast this new spell.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Compendium Arcana.pdf