A supplement with some neat ideas, but I can't wrap my head around the requirement for magic users to purchase both a specific casting skill and mundane skills in order to cast spells; for a title like High Fantasy it seems to place magic users at a mechanical disadvantage and leaves magic feeling rather limp, especially considering the strict potency rules that actually make a magical solution more difficult/require more time than a normal one.
Given that you'd intuitively invest your casting skill with as high a ranking on the traditional pyramid as possible, in most scenarios magical characters are simply outperformed by normal ones in almost all mundane scenarios, which just feels...wonky. For example, magically unlocking a door actually requires Burglary skill and the purchase of the Energy discipline (as an aside, it's unclear as written whether disciplines provide the +2 bonus of a stunt, which is certainly something I'd house rule). A rogue-type character is likely to pass this roll with flying colors while a magic user -- unless they're specifically built as like a magical rogue? -- is quite possibly just relying on the whims of the 4 basic dice and maybe an invoke if they have the Fate points. This makes magic's utility feel fairly narrow; narratively it can certainly do some supernatural things that mundane characters simply can't, but even where you might be expecting maybe some impressive feats like creating an earthquake to hinder a pesky invading army, the book explicitly states that it's much easier and faster to just manually go cause a landslide with a pick and shovel.
Want to ensnare an enemy in a magical web? Better have a decent crafting skill rating and prepare two or three sessions in advance...or you could just go buy a net and have a dextrous character toss it.
Protect yourself with a magical shield? Spend an extra few rounds setting up the advantages...or you could just have a plain metal one and roll to defend with Fight.
Vancian magic this ain't, just be aware. It's all done in the name of game balance in which the author imagines a table with a mixed bag of mundane and magical characters, but outside of that specific setup I imagine a table of pure casters would have a frustrating and lopsided play experience, which -- again -- feels a little odd. (On the other hand, the magical stunts are pretty cool and worth checking out.)
Overall, worth grabbing for sure, but if you want a more explicitly high-magic setting where it actually has a little more oomf, you'll need to spend some time customizing the rules as written.
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