Arcane Strife is filled with great ideas.
It's quite literally packed with them. Almost every page has a spell concept or a hint at the history of Shtar (the spells' assumed setting) that makes you say "Cool!". And if you like your arcane casters mad, bad and dangerous to know, this book has the spells for you.
But ...
There's always a "but", isn't there?
In the case of Arcane Strife, it's "but the execution does not always do justice to the ideas".
The product's flaws can generally be split into four categories. First, and least, there are the simple editorial mistakes: the very first spell has a discrepancy between the 'stat block' area of effect, and the area mentioned by the spell's description ... it's not alone in errors of this kind.
Second, there are the 'game changing' or 'world changing' spells. Spells that fundamentally alter the balance of the game or the economics of the world, but which receive no attention or acknowledgement of this in the text. The worst offender in this regard was "Lay To Rest", but the EN Publishing crew do a good job of addressing this in their free web supplement for the product. Other spells that can have similar (though lesser) effects remain, however spells like Conjure Weapon (anyone capable of casting 2nd level spells can learn this spell, which *permanently* conjures a magical weapon). That sound you just heard is every weaponsmith in the world going out of business. Field of Caltrops is also second level, and also permanently creates items - I'm sure you can guess what sort. Alert PCs will abuse the heck out of Imbue Weapon - a 3rd level spell that allows to invest a weapon with a multiple-d6 elemental damage bonus, with its duration expressed as a number of 'hits'. Got a week of downtime in your campaign? Cast this spell on a golf-bag full of swords and imagine the fun!
Potentially one of the most significant, however - though it at leas has the defence of being 8th level, and thus far from common - is Drake's Deadly Illusion, which creates a permanent, *free-willed* illusion. The spell description contains no consideration of the ramification of this. For instance, what determines how it will exercise this free will? What is its alignment, goals, knowledge of the world? How does it view itself? Is it self-aware? How much knowledge can the caster impart to it? Can its emotions and attachments be shaped?
This brings me to the third problem: vague and incomplete spell descriptions. Instant Crucifixion - surprise - crucifies its targets. They will then take days to slip into a coma. It contains absolutely *no* information on how the victims can get free, if at all. Instant Bulletin sends town criers to every town in the country, to announce whatever message the caster has penned. It's supposed to be used by the court wizard to issue proclamations, but couldn't *anyone* who knows this spell cast it? If not, how is its use controlled? For that matter, how is it determined which towns the criers will appear in? Is it based on the caster's nationality? Their current location? What if a specific town is claimed by two countries? Will a crier appear there?
Lastly - and some extent related - we have the mechanical problems. As a spell, Darkfire has great flavour - as do many of the spells - but this 5th level spell (which presumably needs a ranged touch attack, though this is not specifically stated) will kill any living creature it touches. No saving throw, no spell resistance, no chance to resurrect them. There are a limited number of counters, but if you don't have those available within 5 rounds, you can just throw that character sheet away. You're gone. Permanently.
Similarly, Fake Spellbook is an undetectable trap with *no* save - at 3rd level. It won't kill the victim, but it will permanently wipe a spell slot off them. What spell slot, isn't clear, since it causes the effects of 'arcane burn' (a new concept introduced in the book). The thing is, Arcane Burn affects the spell you're casting, and the victim of this spell isn't casting, so how do you know what spell slot they've lost?
In short: there are lots of really evocative and interesting ideas, here, but the collection needs a thorough re-read and edit in order to fit together properly, for the spells with game-changing effects to be clearly marked, and for the absent and sorely needed details to be filled in. Now, if you don't mind doing all that yourself, you should stop reading this immediately, go to rpgnow.com, and buy the book. Because as I said: the concepts here are great. There's lots of fuel for the creative fires, and lots of really evocative, visceral spells.
On the other hand, if the problems above are an issue to you, you might be wondering if there is anything else in the book to attract your attention: the answer, honestly, is 'not a lot'. The bulk of the book is given over to the spells, leaving only a little room for a short chapter of feats (actually my favourite part of the book: I liked the bardic 'voice' feats), four undead templates, and four Prestige Classes. These classes have some great, evocative concepts to them, but - like the spells - they suffer in the execution. For instance, the restrictions on the Bloodsong Dancer make no sense (a spontaneous caster who is barred from further improving as a sorcerer or wizard, but - for some reason - not as a bard), while the Master of Minor Magics is frighteningly overcomplicated by bookwork and special case rules.
I've rated Arcane Strife a 3. If you're interested in great ideas, and don't mind doing a lot of work to flesh them out, push that up to a '4'. On the other hand, if you're looking for a spell compendium you can just 'plug in' to your campaign, take it down to a 2. There's lots of good material in this book, but you'll have to do some work to make the most of it.