Looks like the review is for second edition. Mine's got ugly Poser art and a map on the cover, so it's first edition. Yay.
For first edition, there's absolutely nothing in the text describing how races feel about one another. Guess it's, like so many other aspects of the game, GM fiat. The race list is also a bit different.
Second edition is probably a bit easier to consistently break, while first is probably easier to break accidentally. First edition only includes random attribute generation. Because rolling your attributes on a straight d20 (x/2 - 5, round down) is preferable to having some kind of average curve (or starting at 0 and having your race/calling build up from there, like second edition appears to do it). It's hard to fail at things you've built yourself to be good at. The degree of difficulty you'll be looking at is typically between -10 and 10. Your attributes max out at +5. Skills max out at +40, with +10 being professional level (which is attainable during character creation). 1d20 + Attribute + Skill (or 2x Attribute if you're doing an attribute check) + DoD. <0 is a mishap, <5 a simple failure, <10 a partial success.
There are no spell points, spell slots, or related shenaniganry. You've got some combination of order (witchcraft, shamanism, sorcery, and six others), mode (manifest, manipulate, influence, and six others), and spell level. Think Babby's First Ars Magica. Add up the first two, subtract the spell level, and then subtract the number of non-crit spells you've cast today.
Your order is more than just another skill. Some orders require spell components, some cause flashy effects, some have an inability with certain modes and bonuses to others.
As for a spell list, there isn't one (aside from the small number of examples for each order). You've got a spellbook (or prayer beads, medicine pouches, fetishes, <insert voodoo mumbo jumbo here>) but it just holds spells you've created or learned. Spells are freeform-ish. Manipulate + Invocation might heal wounds. Manipulate + Witchcraft might allow you to shapeshift. Attack + Invocation could result in you throwing bolts of holy energy while Attack + Mysticism could be something like a psionic mind stab. Each mode also has a small text box listing the default attributes of a relevant spell (attack: 1 HP, 50ft range, no area, etc) and the cost for increasing those attributes (1 HP per level, -1 to your roll for each 10ft range, -1 to your roll for each foot of radius, etc). A spell in your spellbook consists of all of those modifiers - Attack + Elemental (spell level 1, 50ft) is distinct from Attack + Elemental (spell level 1, 60ft). Note, you probably don't want a bunch of attack spells like that - you start with 5 + Int spells in your book and gaining a new one (via creation, being taught, or stealing someone's book) costs a number of XP (and amount of time in weeks) equal to its level. In a world where threat rating-appropriate challenges give 1 XP and tackling challenges too far beneath your threat rating gives none, new spells will probably be few and far between. Especially when you use those same XP to increase your skills, attributes, and talents.
As for actual play, I'm at the end of my... expertise? Knowledge? I'd give the game a shot but I'd definitely require mages to do their math out of game and send me the results so each session doesn't have a 30 minute break in the middle while they bit fiddle. Also, I'd not peruse the race section in public because nekkid boobies. Even on the scalies, mammalian mammaries.