Adapted from the insanely broken 3.5e Epic Spells and Psionic Powers list. These should be less overwhelmingly powerful mechanically while preserving the really cool ideas some of these spells presented. All the following spells are appropriate for the sorcerer, warlock, and wizard spell lists.

Nail to the Sky

9th-level evocation

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V,S,M (a tiny gold rocket worth 1000 gp)

V,S,M (a tiny gold rocket worth 1000 gp) Duration: Concentration (1 minute), then permanent

The target must make a Strength saving throw. On a failure, the target is catapulted upwards with such force that it leaves the atmosphere and enters orbit. The creature can punch through individual ceilings less than 10 feet thick as it ascends; if it encounters a ceiling thicker than this it takes 20d6 force damage on impact and the spell ends. While in orbit, the creature takes 2d6 cold and 1d4 force damage at the beginning of each of its turns, and it begins to suffocate at the end of its next turn if it must breathe. If the spell is dispelled or the caster loses concentration on Nail to the Sky, the target falls back to earth at the end of its next turn (maximum 20d6 falling damage). After a minute, the spell becomes permanent, and the target will require magic such as gate, plane shift, teleport, or teleportation circle to return from orbit.

On a successful save, the target is instead instantly launched 200 feet straight up in the air. The spell then ends.

Animus Blast

8th-level necromancy

Casting Time: 1 action

1 action Range: 20 ft radius

20 ft radius Components: M, V, S (a small mummy or skeleton locked in permafrost)

M, V, S (a small mummy or skeleton locked in permafrost) Duration: 4 hours

A condensed wave of frigid necromantic energy emanates from you in a 20 foot radius. All creatures in the radius must make a Constitution save or take 6d8 necrotic and 6d8 cold damage, or half on a successful saving throw. If this damage reduces a living creature to 0 HP, its flesh freezes and shatters away from the body and its skeleton reanimates to serve you. All skeletons created by this spell behave and can be commanded as per the spell animate dead. Any skeletons created this way remain under your service for 4 hours, after which the foul magics dissipate and the skeleton clatters to the ground inert.

Unhand Me

6th-level enchantment

Casting Time: 1 action

1 action Range: Touch, one creature grappling you

Touch, one creature grappling you Components: V

V Duration: Instantaneous

One creature grappling you must make a Wisdom saving throw against your spell save DC. On a failure, the creature takes 8d8 psychic damage and is pushed 20 feet away from you, ending the grapple or restraint. The creature may not move closer to you during its next turn.

On a successful save, the target takes half as much psychic damage, is not pushed away from you, and may move closer to you during its next turn.