RuneQuest Spellbook
I bought this when I really shouldn't have as my darling wife did not approve, not at all. I really hoped it would be worth the aggro, but it probably wasn't. I should have left it until next month.
So, what's in it?
Introduction briefly covers magic and its theory and practise. Each type of magic is very briefly described. I suppose this would be good for a newcomer to RuneQuest.
Living a Magical Life is better as it does give guidelines on how to play magical PCs. It contains New Magical Backgrounds, New Magical Professions and Alternate Bonuses For Earlier Magical Professions. This is reasonably good, the backgrounds are OK, but a little odd. The professions are pretty good and the Alternate Bonuses are better than the ones in the RQ Rulebook.
Rune Magic contains a whole load of new Rune Magic spells. These include so-called Magnitude 0 spells, the equivalent of Cantrips, which is a good idea. As to the spells themselves, some are good, some are ordinary and some are atrocious. I won't say which is which, though, and will let people work it out for themselves. But, there are as lot of spells for people to pester their GMs with.
Divine Magic details the general types of cult, in a very generic way and has another load of Divine Magic. There are Cantrips, or Divine Voices, which give 3 Cantrips for 1 POW, which is a good idea. Once again, there are good spells, bad spells and atrocious spells. It distinguishes between Air and Storm gods, which is a bit pointless. More disappointingly, in almost all Chaos spells it refers to "Dark Gods", which flies in the face of any categorisation of Gloranthan Gods, for instance. Theer are a lot of new spells for "All" Gods, some are good, some are not so good. I wouldn't allow all the "All" spells to be available to all gods. Sever Spirit is back, but as a range touch 5 point spell that can be resisted by dodging and with a Persistence roll, making it next to useless. I expected a lot more from this, to tell the truth.
Sorcery covers a number of generic sorcery spells. As spells, these are better than the Rune Magic and Divine Magic spells as they are more balanced, on the whole. But, they are very generic, which is a shame.
Legendary Magic has new Legendary Abilities that are based on magical spells, New Legendary Rune Magic Spells that are very powerful, Miracles - New Legendary Divine Magic. These are generally good but are potentially unbalancing, although they would fit into a High Level game fairly easily.
Finally, there is an index of all the spells in the core books. This would be a useful resource.
So, all in all, this contains many spells. If you want a list of spells then this will appeal to you. However, the spells are generally without context and the book suffers for this. Some spells are very generic others are ridiculously underpowered or overpowered. I can't say I liked all the spells, but I certainly didn’t dislike them all.
Would I recommend this? I don't know. If you want a list of many spells, then it is probably worth buying. If you want a magic book with context then this isn't for you.
I'd give it a B-, slightly below good, and a Buy It of 75%. It could have been better.
Sorry.