It includes definitions of the four different types of spell workers and The Thirty Core Runes Theism is the worship of gods. Sorcery deals with gathering power from grimories. Animism practitioners gain their abilities from spirit worship. Mysticism mimics the abilities of monks and other martial orders, although it is not limited to far eastern style origins. Each type of magic has it's own chapter and each chapter gives players and GMs advice on how to handle each spell user on a case by case basis.
Advanced magic goes beyond the one on one abilities that most normal characters use.
I don't just mean the ability to sink islands, but how the cultures themselves can view magic, how it's not just something that far away hermits use. It doesn't go into depth though, but refers the reader to the Narrator's Guide. The material it provides does give the GM something to mull over and decide if the additional information in the Narrator's Guide is worth the purchase price. Certainly, a skilled and experienced GM could gauge how powerful higher level characters should be, but this is a new game and a new system. GMs shouldn't have to guess right off the bat.