Cults of Glorantha is supposed to have some goodies, but generally, I think that the format given is supposed to be flexible enough to mold to whatever you want it to be. Wizard with Wizards fire/fireball? Wrack (Fire). Etc.
That said, I think that the context that the spells are learned and practiced within is what sets MRQ2 head and shoulders above the rest. The cults and ability to learn more than one school, is what makes MRQ2 really sweet in my opinion.
But if you need other spells, you can always look at past RQ stuff and modify them. Just beware- the current magic systems get very powerful from about 50% on, so over charging spells is easy. I would err on the side of less powerful early so they can be moderately powerful later (with the exception of Divine, which is, and should be, powerful right off the bat- but again, around 50%, the spells get very strong).