Honestly I'm usually wary of supplements that try to overhaul systems in D&D. There's two reasons for that. First, I play with a DM who's very concerned about balance and breaking the game. Second, a lot of attempts to change D&D are incomplete, changing sections without considering how they're affecting the whole.
So I will note that while I've given this supplement 5 stars, this review comes with the caveat that I haven't devoted many hours playing under the system.
Why 5 stars then? The author does a great job addressing my second concern. If I'm going to spend money on a D&D supplement, I want it to be ambitious, different, and exciting. This supplement has no shortage of any of those things.
I've read many attempts to adapt Magic: The Gathering's color mana system to D&D, but never have I seen one so complete and thorough. The supplement overhauls every piece of D&D's magic system, from spell slots to concentration to how each core class (there is no artificer at this time) slots into the system.
Every time a yellow flag went up in my mind, the text answered the question down the line. How does the supplement account for some classes that aren't pure spellcasters? Answer: They're divided into different categories that are also perfectly named to remind you how to combine them when multiclassing. Why are certain spells clearly linked to the wrong color? Answer: Everyone's going to have different opinions about what color some spells are, and there are tools in place, including a separate Excel sheet included with your purchase, that let you customize the system for your own use. Doesn't such a drastic change to the magic system affect how some spells work? Answer: Yes, and the author goes into extreme detail on the impacts, going so far as listing each spell and how it changes. Doesn't encouraging specialization into specific colors limit spell selections to the point of breaking build options? Answer: There are multiple ways to cast other color spells, including the ability to use mana that doesn't match the spell's color, convert your mana's color, or convert the spell's color.
The supplement also adds new spells, new magic items, new class features, and new stat blocks to take advantage of new gameplay options this magic system opens up as well as illustrate how it can be used. In a further sign of the thought and care that went into this product, there's additional content included with your purchase, such as tokens to make your mana points something you can hold in your hand and a playmat on which you can track whether your mana is available, tapped, or burned.
In conclusion, this comprehensive and thoughtful supplement is absolutely worth a look. Balance can always be tweaked so long as the foundation of a system is solid. Whether you wish D&D had a more flexible casting system, enjoy playing with numbers in a new system, or just want to make your game that much more immersed in a Magic: The Gathering setting, this supplement gives you ample content to play with. This sort of work is exactly why I believe Wizards of the Coast made the correct decision throwing the design doors wide open on DMs Guild.
But don't take my word for it. The author has magnanimously granted a full preview of the entire supplement. Browse the entire text for yourself to determine if it's something you want to use at your table. That demonstrates a lot of confidence on the author's part, and the confidence is well-earned.
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