Wondrous Item, uncommon

The tome seems to contain the following spells: 

However, in reality the spells contained are:

- Sleep = Sheep: A large sheep appears at the target location, which has extremely soft and overgrown wool. It uses the sheep statblock, except that it's size is large. Any creature within 5 feet of the sheep can use their action to touch it and instantly fall asleep. Casting this spell again dismisses the previously summoned sheep and summons a new one, which is in reality just the previous one. If the sheep dies, it is instantly revived and dismissed. The sheep remains till it dies or is dismissed, and acts like a normal sheep, but it is affectionate of all life.

- Blur = Blue: Your body and everything you are holding or wearing become a random shade of blue. If you are in water or blue surroundings, you have advantage on stealth checks, otherwise you have disadvantage on stealth checks.

- Fireball = Fireball: It seems that nothing changes, but the misspell change occurs before the spell's name is even spoken.

* Cast Fireball = Cats Fireball: A flaming chonky cat is summoned at the target location and sheds bright light in a 20ft radius, and dim light for another 20ft. Any flammable object or creature that touches the cat starts burning, taking 1d4 fire damage at the start of the cat's turn. The summoned cat uses the cat statblock, except it has twice the movement speed and an additional number of hit points equal to the caster's level. The cat's sole purpose is to claw at every flammable object till it starts burning. If the flames on the cat are doused, its speed is reduced to 0, it's hit points drop to 0, or the spell is cast again, the cat disappears in a ball of harmless flames. The cat's name is Sir Bunster.

- True Strike = True Stroke: As an action, you brandish a weapon worth atleast 1cp and attack a creature, using your weapon attack modifier or spellcasting modifier for the attack roll. On a hit, if the creature has a heart, it must succeed on a DC 14 constitution saving throw or be unable to speak till the end of its next turn as it begins to have a stroke, during which it's speed is also reduced by 10 feet. If the creature can, it also begins to cough and splutter (DM discretion, maybe additional effects if they want).

- Hex = Heh: You target a creature within 60 feet of you that is hostile towards you and force it to make a DC 14 intelligence saving throw. On a failure, until the end of your next turn, the creature becomes indifferent towards all creatures other than you. If a creature targets it with an attack or spell, it may become hostile towards them once again (DM discretion), but it treats you as the primary target. Once the spell ends, the creature acts as normal and is once again hostile to all creatures it was hostile towards before the spell was cast. On a success, the creature treats you as a low priority target, going for others instead.

- Scrying = Crying: The target of the spell must succeed on a DC 14 wisdom saving throw or begin to cry loudly. A crying creature has disadvantage on perception checks, and it feels like venting about all things it dislikes. The spell's casting time is an action, and it's duration is 10 minutes. The penalty and bonuses to the saving throw of the scrying spell are applied here, but none of its other effects: 

|-----------------------------------------+------------

| Your Knowledge of the Target is... | Save Modifier

|----------------------------------+------------

| Secondhand (heard of the target) | +5

| Firsthand (met the target) | +0

| Extensive (know the target well) | −5

|-----------------------------------------+------------

| You Have the Target's... | Save Modifier

|-----------------------------------------+------------

| Picture or other likeness | −2

| Garment or other possession | −4

| Body part, lock of hair, or bit of nail | −10

|-----------------------------------------+------------

On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.

- Haste = Paste: The creature targeted by the spell must succeed on a DC 14 strength saving throw for every 10 feet it attempts to move, moving as normal on a success, or moving only 5 feet on a fail. This spell also allows a creature to walk across vertical surfaces and upside down, but for every 5 feet it moves in such a way there is a (50 - twice the caster's character level) percent chance for the spell to end. If the spell ends in such a way, the creature walls down and is restrained till the start of its next turn as the glued body parts stick to the surface at weird angles.

- Dimension Door = Dimension Deer: A spectral and intangible deer appears at the target location and within 5 feet of the caster. It's goal is to guide the caster to the target location through the most direct route, and it stays within 10 feet of the caster at all times, but in the direction of the target location. The deer remains till the caster reaches the target location, after which both the deers disappear, having completed their task.

- Mending = Pending: The target is reminded of a random task they were meant to do but forgot to, no matter how old, and gets the sudden urge to complete that task now (DM Discretion). If they have no pending tasks, they forget having done a task, and now have the urge to check if they actually forgot doing it.

- Wish = Fish: A spectral and intangible talking fish appears within 30 feet of the caster and judges the actions of all creatures it can see. It has truesight out to a range of 120 feet and is indifferent to all creatures. The DM may control the fish, or a player may with the DM's permission. The fish can't affect any creatures and lasts for 1 minute, after which it floats away into the sky while mocking the inferior lifeforms.

All spells have the casting time and range of the original spells unless otherwise stated, and do not require concentration or material components unless explicitly mentioned in the Misspelled version. Casting these spells does not require a spell slot. 

Previous Versions

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