The many worlds supported by the RuneQuest system are wide and varied, but many of them have a strong grasp of a power beyond imagination - magic. From wizards who learn powerful incantations from tomes older than civilization to infernal demonoligists who take upon them the power of evil spirits, the essence of magic permeates most fantasy realms. Those who can command this power can change the universe. The RuneQuest Spellbook is a closer look at the inner workings of magical energy in its various forms throughout the RuneQuest game system. Rune magic, folk magic, sorcery, shamanist practices and even divinity receive an arsenal of new abilities and spells. New magically-inclined Legendary Abilities allow spellcasters to tap into terrible powers while new backgrounds and professions grant a better control over the origins of a spellcasting character. If they can handle the responsibility that it brings, this tome of magical knowledge is the best thing to happen to RuneQuest's wielders of magic.
Do I need more spells for Runequest? I do not think so. I need more magic ideas, which means, cults, organizations and magic items, not spells.
I give it two stars because it will no doubt interest someone, and it is both well written and new, even if it is a new part that does not interest me. But certainly it is not really necessary.