I'm very fond of Tome Of Magic. As otehrs have said, the fact that its' three independant rulesets you can plug into a campaign, and rulesets designed to be "minority" magic, mean that most people will be able to add at least one into their existing campaign with not too much effort.
Fluff and look wise, the book is very nice: the Binder section in paticular, with all it's pictures of sigils and whatnot, is very funky. The only thing I'm not so hot on is the monsters: some of them are cool, others feel really forced. "We can't have a magic system without monsters tied into it: give me a tooth monster, a truenaming angel and a shadow thing, stat!"
Mechanics wise, all three systems have their charms. Shadowcasters are perhaps the most mundane in game, behaving like the dedicated Illusionist class of years gone by. Pact Magic and its omni-present powers are quite cool, filling a similar niche to the Warlock in terms of "Weaker but enduring powers": and the way in which binders can be influenced by their vestiges is great RP material. Truenamers finally give us a skill-based magic system for D&D 3.X by WotC which fills a definite niche, but as others have said it's a bit contentious and a lot of people think it has usability issues: the Cleric doesn't have to roll higher numbers to buff his colleagues as he levels up.
It's agood book, and I'd reccomend it: probably one of the best books Wizards have done recently, IMHO.
Fluff and look wise, the book is very nice: the Binder section in paticular, with all it's pictures of sigils and whatnot, is very funky. The only thing I'm not so hot on is the monsters: some of them are cool, others feel really forced. "We can't have a magic system without monsters tied into it: give me a tooth monster, a truenaming angel and a shadow thing, stat!"
Mechanics wise, all three systems have their charms. Shadowcasters are perhaps the most mundane in game, behaving like the dedicated Illusionist class of years gone by. Pact Magic and its omni-present powers are quite cool, filling a similar niche to the Warlock in terms of "Weaker but enduring powers": and the way in which binders can be influenced by their vestiges is great RP material. Truenamers finally give us a skill-based magic system for D&D 3.X by WotC which fills a definite niche, but as others have said it's a bit contentious and a lot of people think it has usability issues: the Cleric doesn't have to roll higher numbers to buff his colleagues as he levels up.
It's agood book, and I'd reccomend it: probably one of the best books Wizards have done recently, IMHO.