Split-spells of Amonkhet in D&D, Part 1

It’s prerelease weekend! With release weekend next week, I’m planning on two weeks of Amonkhet-related homebrew content to celebrate. I thought that one cool thing to try would be some of Amonkhet’s split spells, so here are a selection of those translated to D&D:

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Destined
2nd-level enchantment
Casting Time: 1 reaction, which you can take when a creature suffers damage from an attack.
Range: 60 feet
Components: S
Duration: 1 round
You form a temporary shield,

momentarily

protecting a creature from death. Choose one creature that you can see within range. Until the end of the round, if that creature would be reduced to zero hit points or below, they are instead reduced to one hit point.

Lead
4th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 round
You compel your foes to direct their attacks to a single ally. Choose one friendly creature that you can see within range. All enemy creatures within 20 feet of that character must make a Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls made against creatures other than the target until the end of the round, and can only spend their movement this round to move directly towards the target.
Aftermath: You do not select this spell when choosing spells for your character. You become able to cast this spell if you have already cast Destined since your last long rest. For each time you have cast Destined since your last long rest, you can cast this spell once.

This spell is suggested for BardCleric and Wizard.

Mechanically, each of the halves of this spell were relatively simple to create, Destined working in the same manner as Indestructible does, in that it prevents dropping below zero hit points. Lead took inspiration from compelled duel. The main challenge was finding the correct syntax for Aftermath as a D&D rule, since D&D has no graveyard. Making it act like a second part of the first spell was also very important (hence it not working as a separately selected spell). Limiting it to long rest works to the same time scale as spell slot recovery, so it seemed appropriate to use for a spell.

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Failure
2nd-level abjuration

Casting Time: 1 reaction, which you can take when you see a creature within 60 feet of you cast a spell.
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell is of 3rd level or lower, its spell fails and it has no effect, and the creature casting it regains the expended spell slot. If it is of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect, and the creature regains the expended spell slot.

Comply
1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: S
Duration: 1 round

You attempt to prevent the casting of a specific spell. Name a spell. For the duration, creatures within 60 feet of you cannot cast the named spell unless they pass a Wisdom saving throw.
Aftermath: You do not select this spell when choosing spells for your character. You become able to cast this spell if you have already cast Failure since your last long rest. For each time you have cast Failure since your last long rest, you can cast this spell once.

This spell is suggested for Cleric, Sorcerer and Wizard.

Failure was quite simple to translate, as the effect of returning the spell to the casters hand was easy to replicate by refunding their spell slots (but of course the caster won’t get their action/bonus action/reaction back that they spent casting the spell). Comply preventing the spell’s casting over the round continues to hamper the enemy caster until for another, essentially locking that spell out of being cast for two turns.

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Insult
3rd-level necromancy
Casting Time: 1 bonus action
Range: 20 feet
Components: V
Duration: 1 round

Choose one target creature. That creature must make a Charisma saving throw. On a failed save, for the duration, all attacks that hit that creature are critical hits.

Injury
3rd-level evocation
Casting Time: 1 action
Range: 20 feet
Components: v
Duration: Instantaneous

Make 2 spell attacks against one target creature. On a hit, that creature suffers 2d6 psychic damage. On a critical hit, this spell deals an additional 1d6 psychic damage (for a total of 5d6 psychic damage).
Aftermath: You do not select this spell when choosing spells for your character. You become able to cast this spell if you have already cast Insult since your last long rest. For each time you have cast Insult since your last long rest, you can cast this spell once.

This spell is suggested for Bard and Sorcerer.

Insult was the difficult part of this card. I felt that simply doubling the damage could be too powerful if combined with high-powered spells, so I went with it affecting Critical Hits. That way, attacks can still fail to hit, unlike saving throw spells that still deal damage on a successful save. The chance of characters having additional critical-hit based bonuses seemed far less of a priority when preventing this spell from becoming too powerful.
     I wanted Injury to combo with the effect of Insult, so I decided to add the extra clause of it dealing slightly higher damage on critical hits for a maximum total of 10d6 psychic damage if both attacks critical hit, dealing slightly more damage than Lightning Bolt, another 3rd-level evocation, but requiring another spell to have been cast to use it, and that having been done in the same turn for full effect.

Not a normal 5-card post, but these are not normal cards, so 3 cards makes 6 different spells! I’m working on some more Amonkhet-related homebrew for the release weekend, and maybe some more before then, if I get the chance. I hope everyone has a great time at the prerelease!

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