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A semi-parody, semi-serious D&D 5e spell supplement packed with ridiculous, "game-breaking" spells for GMs who want to embrace chaos at their table. In practice, we playtest and balance spells, but the results can still be... silly and unhinged.

What if someone miscast power word kill and cast power word bill instead, instantly invoicing their target into financial ruin?

What if your wizard cast guilding bolt instead of guiding bolt, and covered your enemy in decorative gold leaf instead of just the precise strike expected?

What if your cleric tried to cast healing word in the heat of battle, but accidentally cast healing sword, imbuing a weapon with restorative magic instead? (stab...?)

Welcome to the Spellbook of Typos.

🎯 PROJECT STATUS: BOOK IS WRITTEN

✅ All 69+ spells written and formatted to 5e standards
All lore chapters drafted (Grent's origin story, adventure hooks, worldbuilding)
Beta draft complete and ready for final playtesting

This is a nearly finished book. We're funding to pay for more stunning artwork and to help recoup the costs involved with the art so far and the top-notch spell balancing assistance I have received.

You're backing a project that's already real; we just need your support to make it gorgeous.

WHAT IS THIS PROJECT?

The Spellbook of Typos is a complete D&D 5th Edition supplement featuring 69 unique spells, each one created from a single-letter typo of an existing spell name. But these aren't broken spells or jokes that fall flat at the table. Every spell in this book has been carefully designed and balanced to work seamlessly with 5e mechanics, with final playtesting underway.

This is magic that started as mistakes but became something genuinely new.

You'll get:

  • 69+ fully balanced spells (cantrips through 9th level)
  • At least 10 new pieces of spell art
  • Complete spell descriptions following official 5e format
  • Spell lists organized by class and level
  • Rich worldbuilding: The story of Grent, a self-taught goblin spellcaster who discovered typo magic
  • Adventure hooks and campaign integration tips
  • Professional layout and original artwork
  • Both digital PDF and print-on-demand options

WHY TYPO SPELLS?

D&D thrives on the unexpected. The best moments at the table happen when something goes slightly wrong in exactly the right way. Typo spells capture that spirit, but they're not just comedy (though there's plenty of that). These spells are potential narrative engines that create memorable stories.

Imagine:

  • A desperate wizard tries to teleport the party to safety, but casts telepork instead, summoning hundreds of confused pigs ( or maybe 4 giant boars...)
  • Your rogue uses arcane lick to trap a door, making anyone who touches it intensely paranoid that they were just licked
  • The BBEG attempts antilife shell for protection, but accidentally creates antilife hell, a sphere of fire that harms all living creatures
  • A village is threatened by runaway pant growth, where everyone's trousers are expanding uncontrollably

These aren't just gag spells. You will be getting fully functional magic that creates genuine tactical choices, unexpected solutions, and unforgettable table moments.

WHAT'S INSIDE THE BOOK?

This is a complete supplement with rich lore and practical tools for DMs and players.

CHAPTER 1: THE ORIGIN OF TYPO SPELLS

Meet Grent, a goblin (or maybe half-goblin—he never quite knew) who couldn't afford proper magical training. He learned by watching wizards cast spells from a distance, taking notes with questionable spelling, and experimenting with what he thought he'd seen. His mistakes became a new branch of magic.

You'll discover:

  • How corrupted spellbooks from a monastery's copying errors spread typo magic
  • The role of apprentice mishaps in magical academies
  • Famous scribes who deliberately (or accidentally) created new spells through creative copying
  • The ongoing scholarly debate: Are typo spells real magic?

CHAPTER 2: WORLDBUILDING HOOKS

Practical advice for DMs who want to integrate typo spells into their campaigns:

  • The Typo Academy – a floating school where students learn "close enough" magic
  • Regional variations: Different cultures where typo spells are standard
  • The Scriveners Guild vs. The Misspelled: Factions at war over magical orthodoxy
  • Ready-to-run adventure hooks like "The Missing Letter" and "The Telepork Incident"
  • Cursed artifacts like The Dyslexicon and The Quill of Autocorrect

CHAPTER 3: THE SPELLS

69 fully detailed spells, organized by level, with complete 5e stat blocks.

Appendices

  • APPENDIX A: SPELL LISTS BY CLASS
  • APPENDIX B: SPELL LISTS BY LEVEL
  • APPENDIX C: SPELL INDEX BY SCHOOL
  • APPENDIX D: ALPHABETICAL SPELL INDEX
  • APPENDIX E: CHARACTER NOTES
  • APPENDIX F: SPELL DISCOVERY & ATTRIBUTION

SAMPLE SPELLS

Here are a few examples of what you'll find:

Miner Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a small piece of stone)
Duration: 1 minute

You create a sound or an image of a mining-related object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a shout. It can be your voice, someone else's voice, a pickaxe striking stone, or any other mining-related sound. 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, it must be no larger than a 10-foot cube. The image can't create sound, light, smell, or any other sensory effect, in addition the object created must be related to mining in some way - it could be a miner, a valuable ore, a minecart or any other appropriate mining-related object.

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.

Healing Sword
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, M (a weapon)
Duration: 1 round

You imbue a weapon within range with positive energy. The next time that weapon hits a creature before the spell ends, the attack deals no damage. Instead, the target regains hit points equal to 3d8 + your spellcasting ability modifier.

Alternatively, you can make a melee spell attack with the weapon against a willing creature to deliver the healing without dealing damage.

This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.

Power Word Bill
9th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You utter a word of financial ruin, presenting a creature you can see within range with the bill for their entire existence.

If the target has 150 hit points or fewer, it is immediately overcome by the debt. The creature is paralyzed as its assets are frozen. This paralysis is permanent and can only be ended by a Wish spell or by the creature renouncing all of its worldly belongings.

If the target has more than 150 hit points, it takes 50 force damage and is stunned until the end of your next turn.

Regardless of the creature's hit points, all nonmagical coinage, gems, and jewelry on the target's person instantly vanish. You receive wealth in gold pieces equal to 50% of the value of the vanished items (the rest is lost to administrative fees), which piles at your feet.

This spell has no effect on creatures that have no concept of currency.

Loonbeam
2nd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a loon feather)
Duration: Concentration, up to 1 minute

A shimmering beam of pale, erratic light shoots from your fingertip to a point you choose within range, filling a 20-foot-radius sphere with a chaotic swarm of spectral loons.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage and becomes charmed by the loons until the start of its next turn. While charmed, the creature is incapacitated as it is compelled to either cuddle or run from the spectral birds.

On a successful save, the creature takes half damage and isn't charmed. A creature that succeeds on the saving throw becomes immune to this spell for 24 hours.

At Higher Levels: The damage increases by 1d6 for each slot level above 2nd.

Antilife Hell
5th-level necromancy
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes

You create a barrier of hellfire and necrotic energy, which shrouds you in green flames. For the duration, the barrier moves with you, remaining centered on you. Any creature other than you that enters the barrier's area for the first time on a turn or starts its turn there, must make a Dexterity saving throw and take 3d8 fire damage and 3d8 necrotic damage, or half of that on a successful save.

Plants and non-magical vegetation in the area instantly wither and die. The ground within becomes barren and unable to support new life for 1 year. Water in the area becomes foul and undrinkable.

Undead and constructs are unaffected by the barrier. Living creatures can pass through it, but they take damage each time they do so. The barrier prevents affected creatures from regaining hit points while within it.

You can choose any number of creatures to be unaffected by the barrier when you cast the spell. You can also use your action on subsequent turns to designate additional creatures as unaffected.

At Higher Levels. When you cast this spell using a spell slot of level 6th or higher, the fire and necrotic damage increase by 1d8 for each spell slot level above 5th.

Dominate Momster
8th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range that possesses maternal instincts. The target must succeed on a Wisdom saving throw or be Charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has Advantage on the saving throw.

Maternal Instinct. If you take the Dodge or Disengage action immediately before casting this spell, appearing helpless or childlike, the target has Disadvantage on the saving throw.

While the creature is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object."

If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can take a Magic action to take total and precise control of the target. 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.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is Concentration, up to 8 hours.

PRODUCTION QUALITY

This book follows official Wizards of the Coast formatting standards:
• Professional two-column layout optimized for readability
• Spell format matching Player's Handbook style
• Comprehensive appendices: Spell lists by class, by level, by school, and alphabetical index
• Original artwork throughout
• Estimated 100-140 pages (depending on art)
• Standard 8.5" x 11" format
• Compatible with D&D 5th Edition (requires Player's Handbook)

WHO'S MAKING THIS?

I'm Trent Ford, creator of the WISE RPG system and founder of Construct Turtle Studio. I've been running and designing RPG content for over a decade, and the Spellbook of Typos started as a joke that refused to stay a joke.

This project began in 2024 as a creative experiment. The beta draft is now complete, with all 69 spells written, formatted to 5e standards, and ready for final playtesting. Funding will let us keep professional editors, pay for more art and artists, and let me set aside the time to do professional layout to make this book match the quality of official D&D supplements. If this does well, I have hundreds of more typo spells that I can get balanced and playtested.

The team includes:

  • Trent Ford (Me - Construct Turtle Studio): Author, Designer
  • PetDM: Lead balancer
  • Szymon: Additional balancing
  • Multiple Professional artists including ... (TBA)
    • Yevheniia Kopotii
    • Veronica Gonzalez
      • "An artist and illustrator who loves rain and coffee, but also science fiction and landscapes that tell stories. With a focus in combining art with magical narratives."
      • https://www.artstation.com/morphosis
    • Nadine Prameswari
      • Graphic Designer and Art Illustrator
    • Meziorin
      • "I create digital and fantasy art with a focus on storytelling and vibrant visuals. I love bringing magical worlds and characters to life through my artwork."
      • https://thecanvasofmeziorin.carrd.co/

TIMELINE

Here's our production schedule:

  • Campaign Launch: February 2026
  • Funding Period: 30 days
  • ✅ All Spell Descriptions Complete: Finished (69+ spells written and formatted)
  • ✅ Chapters 1 & 2 Beta Draft Complete: Finished (lore and worldbuilding ready)
  • Complete art-less beta draft PDF sent out (for applicable tiers): March 2026 (after Kickstarter completes)
  • Final Playtesting & Balance Pass: March 2026
  • Additional Professional Editing & Proofreading: April 2026
  • Layout & Art Direction: April-May 2026
  • PDF Delivery to Backers: May-June 2026
  • Print Proofs & Corrections: June-July 2026
  • POD Print Copies Available: August 2026

I think we can get this done faster, but I want to build in time for quality. If you are interested and back at the correct tier, you can get the pre-layout and pre-art version of the spells to play around with early, though.

REWARD TIERS

Choose the tier that's right for you!

🔹 $12 - EARLY BIRD DIGITAL SPELLBOOK (Limited - First 100)

Get the complete Spellbook of Typos in digital format!

INCLUDES:

  • DRM-free PDF of the full book (120-140 pages, delivered May-June 2026)
  • All unlocked stretch goal bonuses
  • Backer-only updates throughout development
  • Early access to sample spell previews
  • Perfect for digital-only gamers and those who prefer PDFs at the table.

📖 $15 - DIGITAL SPELLBOOK

Get the complete Spellbook of Typos in digital format!

INCLUDES:

  • DRM-free PDF of the full book (120-140 pages, delivered May-June 2026)
  • All unlocked stretch goal bonuses
  • Backer-only updates throughout development
  • Early access to sample spell previews

Perfect for digital-only gamers, those who prefer PDFs at the table, or anyone who wants immediate access without shipping costs.

🧪 $18 - EARLY PLAYTESTER EDITION

Help us refine the magic! Get early access to the artless beta draft.

INCLUDES EVERYTHING IN DIGITAL TIER, PLUS:

  • Early access to the complete beta draft PDF (artless version, delivered February-March 2026)
  • Provide playtesting feedback that shapes the final balance
  • Your name listed in the "Playtesters" acknowledgments section
  • Updated final PDF with artwork when complete (May-June 2026)

Perfect for DMs and players who want to help shape the final product, get the spells months early for their tables, and contribute to making these spells as fun and balanced as possible!

📚 $20 - PRINT + DIGITAL BUNDLE (Most Popular!)

Get both digital AND physical versions!

INCLUDES EVERYTHING IN DIGITAL TIER, PLUS:

  • At-cost print code for DriveThruRPG (POD softcover, ~100-140 pages)
  • You pay ZERO markup on the physical book, just the print cost and shipping when you're ready
  • Print and ship when it works for you
  • All stretch goal bonuses

📚 $23 - PRINT + DIGITAL PLAYTESTER BUNDLE 

Get both digital AND physical versions!

INCLUDES EVERYTHING IN PRINT + DIGITAL, PLUS:

  • Early access to the complete beta draft PDF (artless version, delivered February-March 2026)
  • Provide playtesting feedback that shapes the final balance
  • Your name listed in the "Playtesters" acknowledgments section

HOW PRINT FULFILLMENT WORKS:

After the campaign, you'll receive a unique discount code that makes the book cost only on DriveThruRPG. You'll then pay only printing + shipping costs directly to them when you're ready to order.

Physical books will be print-on-demand (8.5" x 11" softcover, full color, professional D&D-style layout).

I am exploring which physical option will be the best option for you cost and quality wise. There are two cover types (softcover & hardcover), three color print options (B&W, Standard Color, Premium Color) and then you have to put into page size and number of pages. I'll include estimate costs with different scenarios later, but 140-page based print costs will range from US $6.62 for BW softcover to $23.91 for Premium Color hardcover. (Prices tested on 2026-01-11, and will likely increase and not decrease). Currently the best option looks like it will be a softcover with standard color for around $10 print cost, but I will discuss this with backers. 

✨ $50 - DELUXE SUPPORTER BUNDLE

Maximum support, maximum content!

INCLUDES EVERYTHING IN PRINT + DIGITAL PLAYTESTER TIER, PLUS:

  • Exclusive Digital Art Gallery - high-res downloads of all spell illustrations
  • DM Screen Insert PDF - typo spell tables and quick reference
  • Premium acknowledgment in the book's supporter section
  • Get to vote on spells for Volume 2 if we hit the right stretch goal.

Perfect for superfans and DMs who want every tool!

SHIPPING INFORMATION

Print fulfillment is handled through DriveThruRPG's print-on-demand service:

✅ NO SHIPPING CHARGED ON KICKSTARTER - You pay shipping separately when you order
✅ NO INVENTORY RISK - Books print when you're ready
✅ INTERNATIONAL FRIENDLY - DTRPG ships worldwide
✅ QUALITY GUARANTEED - Professional POD quality

STRETCH GOALS

We've designed these stretch goals to make the Spellbook of Typos even more visually spectacular. Every unlock benefits ALL backers automatically!

🎨 $1,650 - ESSENTIAL SPELLS ILLUSTRATED

Add 15 more professional illustrations to our most iconic spells. You'll vote on which spells get art first!

What You Get:

  • 15 additional spells with professional artwork (25 total illustrated in the book)
  • Priority on fan-favorite spells
  • Backers vote on which spells get art priority (some may already be commissioned)
  • Digital Art Gallery will have all 25 spell illustrations as high-resolution downloads

🌟 $2,750 - HALF-ILLUSTRATED COLLECTION

Commission 15 MORE spell illustrations - that's over half the book with custom art!

What You Get:

  • 15 additional spell illustrations (40 total illustrated = 58% of the book)
  • This means enhanced visual density throughout the book!
  • Every spell level (1st-9th) will have illustrated examples
  • Another round of backer voting on art priorities
  • Digital Art Gallery will have all 40 spell illustrations as high-resolution downloads

🔥 $4,200 - FULLY ILLUSTRATED SPELLBOOK

Every. Single. Spell. Gets. Artwork.

What You Get:

  • ALL 69 SPELLS receive professional custom illustrations
  • Comprehensive final playtesting pass by experienced game designers
  • Premium layout adjustments to showcase all artwork
  • Digital Art Gallery will have all 69 spell illustrations as high-resolution downloads
  • Digital Typo Spell Quick Reference Card (printable PDF)

➕ Beyond...

Beyond $4,200? We're open to community suggestions for what you'd like to see next! I have potentially 10 volumes of 69 spells each along with some technomagic versions if you are a cyberpunk fan.

WHY BACK THIS PROJECT?

Because your D&D table deserves magic that surprises you.

Because the best stories come from the unexpected.

Because someone needs to explain why there are 80 pigs in the throne room, and wouldn't you like that explanation to be "the wizard cast telepork"?

The Spellbook of Typos is magic that started as mistakes and became something better. It's for DMs who want narrative tools that spark creativity. It's for players who want spells that create memorable moments. It's for everyone who's ever looked at a spell and thought, "But what if..."

Back this project. Let's make magical mistakes together.

Thank you for your support. We can't wait to put this spellbook in your hands (or on your hard drive).

- Trent Ford
Construct Turtle Studio

Add-Ons: More Magic & Tools

Want to expand your table beyond typo spells? Optional add-ons let you pick up extra 5e content and worldbuilding tools to power up your campaigns. You’ll be able to select these after you choose your pledge level.

5e PDF Add-Ons

Ford’s Familiar Folio (PDF) – 39 new familiars, variant Find Familiar options, and ways to give familiars to non-wizards.

Kaiju Invasion (PDF) – 10 colossal kaiju threats with high-level stat blocks and encounter support.

Wizard Workshop: Shades of Regret (PDF) – A low-level plug-in adventure that pairs well with Ford’s Familiar Folio. (Can handle parties of 3-4 characters between levels 1-3)

WISE RPG Course Add-Ons

For backers who love tools and systems as much as spells, there are add-ons for WISE RPG courses, self-paced classes on worldbuilding, time, campaigns, knowledge management, and creativity. These are delivered through my existing course platforms after the campaign.​

Individual Courses

There is also a discounted bundle add-on for backers who want access to all five WISE RPG courses at once. If you choose that bundle, you won’t need to select the individual WISE course add-ons.

WISE RPG: Worldbuilder’s Immersive Storytelling Environment (0–5) – The original WISE RPG course that teaches a complete system for organizing worlds, campaigns, and creative projects.

Obsidian Basics: Intro to Personal Knowledge Management – Turn Obsidian into a practical “second brain” for notes, ideas, and RPG prep.

WISE RPG: Concepts and Techniques of Time Management – Tools for handling in-game calendars, downtime, pacing, and your real-life prep time.

WISE RPG: Crafting a TTRPG Campaign – Frameworks for designing and running long-term campaigns that actually reach big moments.

WISE RPG: Understanding and Overcoming Writer’s Block – Systems and exercises to restart stalled projects and keep ideas flowing.​

Keywords: DnD 5e supplement, funny spells, parody spellbook, silly magic, joke spells, tabletop RPG, fifth edition, gag spells.

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