In Issue 42 of Abyss, Dave Nalle called this "a very well put together aid. The background information in interesting, the ideas are often original and the presentation is pretty good." Nalle concluded, "I think that many gamemasters would find the Sorcerer's Handbook quite useful."[4]
Stewart Wieck reviewed Talislanta Sorcerer's Guide for White Wolf #11, and stated that "True to its name, the book provides a bit of information concerning magic - from rare spells to magical items."[5]
In the July–August 1989 edition of Space Gamer (Vol. II No. 1), Craig Sheeley commented that "The book does contain useful information, especially the spells for dimension-bending and for dealing with the beings who enter through such interdimensional spells."[1]
In the March 1989 edition of Dragon (Issue #143), Jim Bambra found the short piece of fiction quite good, saying, "The story moves along at a good pace and makes good reading." Bambra was not sure if this book was a necessary purchase, commenting that "The Sorcerer's Guide is a useful addition to the Talislanta series, but it is not essential as magic is adequately covered in The Talislantan Handbook." However, he concluded, "it is a valuable sourcebook to anyone interested in studying the magic of Talislanta and its associated planes of existence."[6]
Four issues later, in the July 1989 edition of Dragon (Issue 147), Ken Rolston was not as impressed; his first impression was of an "awkward and unsophisticated jumble of high-fantasy magic ideas." He found the contents badly organized, and the "undetailed floor and city maps with brief description keys were unimpressive, and the adventure and scenario ideas were brief, common, and unexciting." However, for a referee looking to transport ideas from the book into a different role-playing system, Rolston thought the book was "more effective as an open-ended menu of ideas for the GM to develop in his own campaign." He concluded, "The virtues of the Talislanta Sorcerer's Guide are not as sophisticated and polished as [...] other products [...] but the quantity and quality of high fantasy ideas here are noteworthy. Though not a first-class model of FRPG presentation or campaign development, as a sourcebook of ideas for high- fantasy campaigns [...] this book may be quite satisfying."[7]