This pdf is 30 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page advertisement, leaving 26 pages for the spells and comes with a printer-friendly extra version, so let's take a closer look at the spells, shall we?
After 4 pages of spell-lists, we are introduced to the new spells. Adhering to my usual format, I'll mention spells that caught my eye, be it positively or negatively and comment on them to hopefully give you a good overview of the content herein. The first spell that I really enjoyed is "Arboreal Archer" - you imbue a tree with limited intelligence and instruct it to e.g. fire volleys of acorns, branches etc. at enemies - that's one staple of fantasy literature I always wanted druids to be able to do - cool. On the mechanical side, we get curses that counter e.g. "Cat'S Grace", "Bull Strength" etc., finally introducing debuffs for the most common buffing spells at low levels. "Confront Outsider" is a bit problematic for me - I am one of the DMs whose campaigns are focused on research and thus, true names of outsiders are carefully kept secrets. This paladin spell grants a bonus to the paladin by forcing a confrontation with an outsider and forcing it to reveal its true name. While the spell is not bad in any way, I personally won't be able to use it due to the amount of mythology on true names I established. I just wanted to mention this in case you're like me - it won't detract from my final verdict.
"Damage Loins", a magical kick to the groin, is sure to see a lot of use in my campaign, if only for the humorous potential. "Delude Divination" is a godsend for beleaguered GMs who suffer from PCs with a lot of detect spells. "Destabilize Magic" is once again a cool spell for those chaos mages among you - detract 10 from magic DCs and add 1d20 -fun and risky! "Examine Coffin", a spell that let's you glance into a coffin MIGHT be a true time-saver, but might also deprive you of the iconic coffin-burst scene - I'm torn on this one.
"Fall up" on the other hand is another spell that just screams "utilize me in creative ways". Nice! "Exploding Critical" adds some force damage to criticals - while not a bad spell, I consider it boring. The same holds true for "Force Club".
"Memory Crystal" lets you deposit a memory in a crystal - story-telling gold. On a rules-side, I think conjuring and undead-devouring yellow slime as per the "Necrophage"-spell should also be accessible to druids."Ride Winds" is another iconic addition. "Righteous Armor" lets you summon your armor, which I consider quite lame, as "Rolling Boulder", which lets you conjure a ball of elemental earth to roll over your enemies. "Silent Ray" is simply a ray dealing sonic damage and "Stone burst" is also rather bland. On the other hand, there is a "Support beam"-spell my players will never leave home without - escaping from collapsing dungeons is just too cool.
"Utter Failure" is a cool one-trick pony spell against PCs. "Web shelter" is another cool idea, especially when e.g. under water and lends itself to some nice ideas by the PCs.
Editing is top-notch, I didn't notice any glitches. Both formatting and layout adhere to the tried-and-true two-column b/w-standard and the artworks are ok. The spells were mostly great, with some truly exceptional and very iconic ones in between. However, I also felt that there are more spells that felt like filler than in other 101-installments. While still being a great book, e.g. 6th or 0-level feels better to me and subsequently my final verdict will be 4 stars - a good selection of new spells to add to your campaign.