The Magus is a fun class to play anyway, but here is a whole bunch of options to explore to make it even more interesting.
The bulk of the book is taken up with a collection of new archetypes. Each one comes with a description, notes on any changes to a regular Magus build and an array of special abilities to amend the class features appropriately for the archetype in question. There's an illustration of the archetype in action as well, which gives an indication of possible styles of play. The different archetypes explore various aspects of the balance between arcane power and martial skill, often giving a specific focus for the character to specialise in. Some are fun to play, others are best left for NPCs, often adversaries - unless, of course, your campaign allows the party to explore the depths of the dark side.
Many of the class features are original inventions, all with notes on their use and all necessary game mechanics. Some replace named elements of the class as originally published, others add options which may be chosen at appropriate levels alongside existing ones.
Next comes a Prestige Class, the ki magus. He blurs arcane power with his inner ki and often delivers a spell with a blow or strike. It's quite an interesting idea and could work well in conjunction with monk unarmed combat abilities.
This is followed by a selection of extra arcana and new spells, and a bunch of new feats rounds the book off. Overall, if you like the Magus class and want to add to its range and capabilities, you will find plenty of material worth considering here.