Path of the Magi is a d20 sourcebook of unprecedented depth! Each and every gamer, players and DMs alike, will find a wealth of information to play, design, or run wizards through the ultimate roleplaying experience. The first in a series of books, Path of the Magi marks the beginning of a renaissance in the realm of gaming where roleplaying and "roll playing" meet. The experience begins with entrance into the University of the Magus where the initiate learns all there is to know about spell craft, the guilds that master it, and those they fight. The reader also finds new spells, feats based on the zodiac signs, skills, magic items, equipment and more.
This is a rather well-written and useful book for a game designer to draw inspiration from. It details a Magic University, complete with courses, credits, "academic" presentations etc, which can be used as a model for other such fantasy institutions (without the Harrypotter-esque taint that Strixhaven has). Those are also accompanied by solid mechanics for Alchemy, Astrology, and a few other interesting things. This part also features the book's weak spot, the completely generic and rote world of Myrra, which seems rolled on a bunch of random tables.
Prestige classes are well-written and connected to the new schools/disciplines of magic presented in the book, but the real interesting stuff are the new spells and the discipline of Histomorphy, essentially how to make augmented creatures, new creatures, and chimeras, as part of the player process and not simply as existing in the world.