The spells available in my SRD are detailed below.

BURROW
3rd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a burrowing speed of 60 feet for the duration. When the spell ends, the target is stuck if it is burrowing.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Burrow is a druid, sorcerer, warlock, and wizard spell.

CAVE IN
3rd-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a rock from the cave you are in)
Duration: Instantaneous

You cause the ceiling to collapse in a 10 foot radius around a point within range. The ceiling must be made of stone or dirt for the spell to work. Creatures in the area must make a Dexterity saving throw or be crushed by the rubble, taking 4d6 bludgeoning damage and be knocked prone and restrained on a failed save, or knocked to the closest spot outside the area on a successful save. Creatures with a burrow speed are not restrained. Creatures that are restrained can escape by making a Strength saving throw or Strength (Athletics) check as an action. Restrained creatures are covered in rubble and cannot breathe, but also have total cover. Creatures outside the rubble can use an action to dig out a creature, making a Strength (Athletics) check with advantage. The area of the collapse is impassible to creatures without a burrow speed until the rubble is removed.

Cave in is a sorcerer and wizard spell.

CHAOS ERUPTION
3rd-level evocation

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Concentration, up to 1 minute

You emit a series of eruptions of chaos in random directions. When you cast this spell and at the start of subsequent turns in the spell's duration, roll a 1d8. On a 1, the spell's area is a 15-foot cone to your north, on a 2 north-east, 3 east, 4 southeast, 5 south, 6 south-west, 7 west, and 8 north-west. Creatures in that area make a Dexterity saving throw, taking 3d6 force damage on a failed save or half as much on a successful one. Once you've determined the direction of the spell's effect, you can't end the spell until after all creatures in the effected area have taken damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage each turn increases by 2d6 for every 3 slot levels above 3rd.

Chaos eruption is a sorcerer, warlock, and wizard spell.

DARK STASIS
1st-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Dark energy erupts around a creature you can see in range. The target must succeed on a Constitution saving throw or take 2d8 necrotic damage, or half as much damage on a successful one. On a failed save, the creature's move speed is reduced by 10 feet until the end of your next turn as the dark energy drains its momentum.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the movement speed penalty on a failed save is increased by 5 feet for each slot level above 1st.

Dark stasis is a cleric, sorcerer, warlock, and wizard spell.

DOFF/DON
2nd-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A creature immediately dons the nearest piece of armor within 5 feet of them or doffs the armor they are wearing, dropping the armor at its feet. If it is a hostile or unwilling creature, it must succeed on a Strength saving throw to resist the spell's effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd.

Doff/don is a bard, cleric, and paladin spell.

DRAWN TOGETHER
2nd-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small length of thread)
Duration: Instantaneous

Choose two creatures of medium size or smaller. They each make a Strength saving throw. On a failed saving throw they are launched in the direction of the other targeted creature, ending their movement prone. If they collide during this movement they stop moving, both take 2d6 bludgeoning damage and both are knocked prone. On a successful saving throw, the target is unmoved, but they are still affected if the other target collides with them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size category of creatures affected increases by one category and the damage on a collision increases by 1d6.

Drawn together is a bard, druid, ranger, sorcerer, and wizard spell.

FREE SAMPLES
1st-level enchantment

Casting Time: 1 action
Range: Touch
Components: V, S, M (small pouch of coins)
Duration: Instantaneous

When you cast this spell, the target creature must succeed on a Wisdom saving throw or is compelled to give you a single item with a value of 50 gold or less that they were already willing to sell. On a successful save, the target knows that you were attempting to enchant them, but on a failed save they simply think that they are feeling generous.
Once you use this spell on a creature you can't use it on them again for 1 year. If you attempt the spell again before a year has passed, they automatically succeed on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can compel the target to give you a single item worth 50 gold more for each slot level above 1st.

Free samples is a bard, sorcerer, and wizard spell.

FORCEFUL MISSILE
1st-level enchantment

Casting Time: 1 action
Range: Self
Components: S, M (a magnet)
Duration: 1 hour

You imbue a missile (an arrow, bolt, dart, rock, etc.) with mighty force. For the duration, when you hit a creature with the missile in an attack, the target must succeed on a Strength saving throw. On a failed save, the target takes an extra 1d10 force damage and is pushed 20 feet away from you, ending its movement prone. Once the missile has been used, it loses its magical properties.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of missiles you imbue with power increases by 1 for each slot level above 1st.

Forceful missile is a ranger spell.

GRACE
6th-level abjuration

Casting Time: 1 reaction, which you take when a creature within 60 feet of you, which can include yourself, is dropped to 0 hit points from a single source of damage
Range: 60 feet
Components: V
Duration: Instantaneous

You target a single creature that has been dropped to 0 hit points. A shimmering field of energy reverses time around them, negating the damage and all other negative effects from that single source of damage.

Grace is a cleric spell.

GRASS MOUND
2nd-level transmutation (ritual)

Casting Time: 1 action
Range: Self
Components: V, M (a handful of grass plucked from the general area)
Duration: 24 hours

You lay down in a grassy spot and cause grass to grow around and over you, completely hiding you from the outside world. Creatures can walk over you without harming you or detecting you, and your presence can only be spotted with a successful Intelligence (Nature) check or detect magic. While covered in grass, you are considered to be resting. You can leave the grass at any time.

Grass mound is a druid spell.

HELD TIMER
1st-level transmutation

Casting Time: 1 action
Range: Touch, must remain within 200 feet of target while maintaining concentration
Components: V, S
Duration: Concentration, up to 1 hour

You touch a device, such as an explosive, magic rune, tripwire, or other object that activates when triggered. While you are concentrating on the spell, the device will not go off, and will instead immediately go off when you stop concentrating, or resume its countdown if the device has a delayed trigger.

Held timer is a bard, ranger, sorcerer, and wizard spell.

MUFFLE
2nd-level illusion

Casting Time: 1 action
Range: Self
Components: V, S, M (wad of cotton or wool)
Duration: Concentration, up to 10 minutes

For the duration, your movements create no sound and your voice is never louder than a whisper. Perception checks made against you that rely on sound have disadvantage. You can still cast spells that require a verbal component.

Muffle is a bard, druid, ranger, sorcerer, warlock, and wizard spell.

SKELETAL VISAGE
6th-level necromancy

Casting Time: 1 action
Range: Self
Components: S, V, M (severed humanoid finger)
Duration: 1 hour

For the duration, your skin shrivels and all signs of life disappear from you. You are nearly indistinguishable from the undead and become immune to necrotic damage. You are unaffected by healing magic, and you have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks.
Undead with an Intelligence of 6 or lower believe you are one of them, and any other creature must succeed on a Wisdom (Insight) check against your Spell Save DC to realize that you are not undead.

Skeletal visage is a bard, warlock, and wizard spell.

SPECTRAL TOOL KIT
1st-level conjuration (ritual)

Casting Time: 1 action
Range: Self
Components: S, M (1 cp, which the spell consumes)
Duration: 1 hour

You produce a spectral version of any tool kit of your choice, with the exception of vehicles. The tools function like a normal set of tools, and you can only have one spectral tool kit in existence at once; casting this spell again before the duration ends makes the previously existing tool kit vanish in a puff of smoke.

Spectral tool kit is a bard and wizard spell.

SURGE OF VALOR
5th-level enchantment

Casting Time: 1 action
Range: A 15-foot radius originating from you
Components: V, S
Duration: 10 minutes

You encourage all your allies, filling them with fighting spirit. All friendly creatures in the spell's area that you can see gain 3d4+4 temporary hit points that last the duration.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of temporary hit points increases by 4 for each slot level above 5th.

Surge of valor is a bard, cleric, and paladin spell.

SYNTHETIC DOPPELGÄNGER
5th-level conjuration

Casting Time: 1 action
Range: Self
Components: S, M (50 gold worth of rubber or plastic, which the spell consumes)
Duration: Instantaneous

You create a dead, artificial replica of yourself. The replica does not have any of your equipment or clothing, and cannot be turned undead or resurrected. As long as only your doppelgänger is found, there is no way to tell that it is not you without someone attempting to turn the corpse undead or communicate with your dead spirit (which is obviously not actually dead).

Synthetic doppelgänger is a wizard spell.

THUNDEROUS MISSILE
1st-level enchantment

Casting Time: 1 action
Range: Self
Components: S, M (a firecracker)
Duration: 1 hour

You imbue a missile (an arrow, bolt, dart, rock, etc.) with thunderous power. For the duration, when you hit a creature with the missile in an attack, the target must succeed on a Constitution saving throw. On a failed save, the target takes an extra 1d10 thunder damage and is deafened for 1 minute. Once the missile has been used, it loses its magical properties.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of missiles you imbue with power increases by 1 for each slot level above 1st.

Thunderous missile is a ranger spell.

TOXIC MISSILE
1st-level enchantment

Casting Time: 1 action
Range: Self
Components: S, M (a poison vial)
Duration: 1 hour

You imbue a missile (an arrow, bolt, dart, rock, etc.) with toxic power. For the duration, when you hit a creature with the missile in an attack, the target must succed on a Constitution saving throw. On a failed save, the target takes an extra 1d8 poison damage and is poisoned for 1 minute. Once the missile has been used, it loses its magical properties.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of missiles you imbue with power increases by 1 for each slot level above 1st.

Toxic missile is a ranger spell.

TRIPWIRE
1st-level conjuration

Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a string or wire)
Duration: 1 hour

You create an invisible tripwire that is connected to a simple trap within range. The tripwire has a length of up to 10 feet and must be connected to a solid object on the other end. A creature stepping through this tripwire triggers the trap. A creature that can see invisible objects can spot the tripwire with a Wisdom (Perception) check.

Tripwire is a bard, ranger, sorcerer, and wizard spell.

WARRENSENSE
1st-level divination

Casting Time: 1 action
Range: Self
Components: S
Duration: 1 hour

Choose a humanoid subtype or a specific type of creature (like manticore, red dragon, or skeleton). For the duration you can see footprints created by those creatures in the last 24 hours. The footprints create a light glow that only you can see, allowing you to see the footprints in darkness without actually illuminating the area.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose an additional humanoid subtype or specific type of creature for each slot level above 1st.

Warrensense is a bard, cleric, druid, paladin, ranger, sorcerer, and wizard spell.

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Additional spells I've created but are not included in the SRD can be found on the DMs Guild for free.

Supplemental Spellbook: Lost Incantations