When I first read about the release of this product, I made up my mind I wasn't going to buy it. The price seemed unreasonable for a softcover supplement, and given the patchwork quality of the previous softcover releases ' It seemed like a waste'
Then I actually got to read it, and all that went out the window.
If you're running the realms- this will be a great add to the campaign world. More spells were a given, but here's the thing: They're actually useful! Amanuensis (A spell to transcribe magical writing in minutes rather than days) will soon be gracing the libraries of many a wizard. The clerical spells have some nice flair (a L1 healing spell for the faithful that cures 8HP plus a level bonus-nice! and they've finally given blunt weapons a keen-like enhancement spell, Weapon of Impact). Rangers, often thought to have gotten short shrift in the new D&D, get some good stuff in this book: spells that give their melee weapons +3 enhancements, and a spell that makes their next ranged shot critical, so long as it hits (I ask you, what ranger wouldn't want that?).
Of course, new feats are part of the package. The metamagic feats are mostly for panache (like the feat that allows you to give your spells a 'theme' which makes them harder for opponents to identify, but has few other mechanical benefits) but they still add to the overall feel of the realms play.
The prestige classes in this book are, in contrast with previous offerings, broad-based and allow for customization. Whereas there are few differing ways to play a Pale Master (from Tome & Blood), there are countless ways to play a Mystic Wanderer (a clerical prestige class, with a splash of the arcane) or the Mage Killer (a shadowy spellcaster who has a bone to pick with arcane types). With a campaign world as a backdrop, prestige classes can really explore their potential as world-building as well as character-building tools.
In the 'Places of Power,' chapter, we are introduced to ready-made settings for magic events in Faerun. A magical bazaar where PC mages can buy and sell magic, as well as participate in Mage Duels. The Mage Duel rules are a great idea, although the rules are a complete aberration with the core rulebooks (spellcasters are allowed counterspells without readying actions, for example). The dueling rules promote a free-flowing and non-lethal way for mages to settle their differences. However, since a duel is unlike anything that exists outside of the dueling arena it is unclear if it will serve as anything more than the thrill-seeking stunt that it currently is.
A chapter is devoted to explaining Faerun's peculiar magic backstory, which is useful for immersive campaigns and can serve as inspiration for spells, items and adventures alike. Rules for Gem Magic detail an expensive way for a magic user to store (and trigger) spells in gems-much like scrolls. Gem Magic increased cost (it uses gems, after all) comes with increased flexibility in use. A gem with a stored spell can be triggered when a certain creature approaches within 5', something a scroll cannot do.
All in all, the book is chock full of what you would expect, more magic for the Forgotten Realms setting. The book is gorgeous, in keeping with the FRCS' look and feel, and the text does not disappoint. If you play the realms, this one's a keeper.