Why do you need new spells ?
Is it because you were not able to satisfy the needs of your players, or is it because you compared MRQII list of spells with the list of Another Game ?
Don't forget that in many ways, MRQII magic is more versatile, and in my experience you won't need a lot of spells to give an intersting experience to your players.
Concerning MRQ1 SpellBook, I have mixed feelings:
-There are some interesting Runic Spells that you can use for Common Magic;
-You will have trouble with the differences between systems for Divine Magic;
-In my opinion, too many Sorcery spells are badly designed and don't feel like Sorcery at all.