transform an unwilling target into a weaker form, such as a frog. Scrying: Allows the caster to spy on someone from a distance. Summon Monster: Summons a single extraplanar creature or several weaker extraplanar creatures. Most of the creatures are animals with the celestial creature template, although elementals and other creatures unique to other planes are also available. In 3rd edition, there is a distinct Summon Monster spell, differentiated by a Roman numeral, for each of the nine spell levels, with higher level spells summoning more powerful monsters. In 5th edition, there are 17 spells with the summoning tag and summoning is broken up creature type. Tasha’s Cauldron of Everything is adds nine additional summon monster spells (from such as aberration and shadowspawn) that were originally part of the Unearthed Arcana playtest. Teleport: Allows the caster to instantly appear somewhere else in the world, though at lower levels this ability can be somewhat imprecise. Time Stop: Allows the caster to manipulate the flow of time, giving them few extra moments to act when time is "stopped" for everyone (and everything) else. Wish: The mightiest of all non-epic spells a wizard or sorcerer can cast. Bending reality, the caster can change the events of the past few minutes, create an object from nothing, emulate another spell or create practically any effect they can imagine. However, casting the spell has a considerable cost, which varied between editions. In 1st and 2nd edition AD&D, casting Wish causes the caster to age several years. In 3rd and 3.5 editions, this spell drains the caster of experience points. In 5th edition, using the spell for anything other than duplicating a spell of 8th level or lower causes serious arcane stress, severely weakening the caster for between 2 and 8 days and a 33 percent chance of leaving them unable to cast Wish ever again. Though the wish can technically fulfill any desire, there are set limitations as to what can be wished for without consequence. Dungeon Masters are often encouraged to interpret a player's wish as literally as possible, particularly for selfish or greedy wishes (or any other wish that exceeds the set boundaries for "safe" wishes). For example, if someone wished for a fortune in gold, the DM could grant the wish by appropriating a local king's treasury, making the wisher a target for retaliation. Or, if somebody wished to live forever, they could