New options for wizards, warlocks, sorcerers, bards, and swordmages...
This tome focuses on the arcane characters who wield strange and mysterious spells and rely on their mastery of magic for survival.
This book provides new archetypal builds for the wizard, warlock, sorcerer, bard, and swordmage classes, including new character powers, feats, paragon paths, and epic destinies.
Lots of great powers/spells in this book leading to several interesting new builds. The feats are meh and the paragon paths are all really uninspired though which is a shame considering how easy it would be to let your imagination run wild with over the top arcane craziness.
I'm not generally a player who plays spellcasters, and I don't use the Forgotten Realms material in my game, so this book is one of the least interesting of the "Power" series of books that Wizards is going to be doing.
At a glance, it seems to have more power-creep than Martial Power did, although that may just be because spellcasters tend to have flashier, more impressive-sounding powers than the punch-and-kick crew. I thought there were some fun paragon paths and epic destinies, some neat new powers (I love the low-level "floating" power) and interesting new feats.
I'm also pretty happy with the new rules for familiars, which lets those who like them take them without making it a pain in the ass for GMs. Like the animal spirits of the shaman or the new animal companion rules, these are a welcome tweak on outmoded 2nd and 3rd edition rules.
This book as contains quite a few awesome spells and feats for your arcane character. Great stuff to improve your character alongside the players handbook.
An adequate resource for players of arcane classes for 4ed. Like almost all 4ed books, very little fluff here, which is something I look for in source books.