SPELL LAW is now a single mighty tome, including over 2000 spell descriptions for three realms of power, covering 15 character classes; detailed alchemy rules; individual spell attack tables; and rules for the use of magic items a campaign.
Sometimes as a GM you just need some good reference charts for some quick results when the players fail or succeed spectacularly. This is an entire book giving you excellent results from the worst to the best a player can achieve. Well laid out and nicely written these are a GM's best friend. Recommended
This book is one of the core Rolemaster books along with Arms Law and Character Law. There are a lot of fun spells in this book. They are organized in a "spell list" system in which groups of related spells are collected into lists. A magic-user learns the spells by learning a portion of a list all at one time.
Such a wealth of magic spells of every conceivable kind. It takes quite an imagination to come up with all this, so pointy hats off to the creators. I wonder how it all worked during an actual gaming session.