Bough the book.. a little review.
I must start by saying that the book struck both ends of the meter for me. There are variety of things that I really liked - and then there are stuff I really disliked. It is a good book - especially if you don't have the Scrolls of Skelos - but it could have been even better...
The Good Stuff:
Cosmic Sorcery and Serpent Magic rock. Many new Cosmic spells are..well..cosmic, just the right kind of stuff for stargazing Mythos mages contemplating the mysteries of the universe. Most of the Serpent Magic is very thematical and good for Stygian sorcerers and serpent people.
Some individual spells are very nice. Few from Frost Magic and Immortality are very atmospheric and cool with sound mechanics. Library rules are nice.
Greater spell components etc. provide way to manufacture magical stuff without it costing a zillion and give side goals for sorcerers and alchemists.
The stuff about different campaigns, Dreamlands and the Outer Dark at the end of the book is very good.
The cult power idea is good...
The Bad Stuff:
..but poorly implemented. It does not properly take in to account a campaign where the players would actually be leading an organization. Still, it was a good base that only required a little tweaking.
The book is soft-cover even though it has more pages than the Bestiary. It has already started to twist and I've only had it for a few weeks. I had gladly paid a few euros more to have it with hard covers.
Some of the crunch is really poor. Master of Death, a prestige class for undead sorcerer, is a good example. Undead usually have HD of d12 - this is the basic assumption coming with the undead template. This prestige class has HD of d6? The feats "Agents" and "Henchmen" are simply stoopid. They add a parallel system to Leadership within the game, but the benefits are much worse than simply taking Leadership. Yes, you can most likely take Leadership and those feats but... why build own system for a few feats? A much more elegant decision would have been for those feats to somehow act in concert with regular Leadership rules and scores.
Flame Magic and Frost Magic are to a large extent completely useless. I will use Incinerating Gaze, a Flame Magic spell available in the Secrets preview as an example. The spell costs 3 PPs and a standard action. The effect is that the sorcerer may cause one point of damage per Cha modifier as a free action every round. The effect continues for one round per scholar level. In order to cast the spell, the sorcerer must have first cast two other spells - Heart of Flames and Inferno Heat - which are pretty useless and cost additional 6 Power Points. So, in order to cause a few points of fire damage per round for a few rounds, the sorcerer must spend 9 Power Points. Why would anyone use a such lame spell with a such huge cost? It is just complete waste of Power Points and spell slots.
Edit - Brainfart. I had said that the book is soft cover even though it has less pages then Bestiary. Should have been the opposite - it has MORE pages than Bestiary.