In my mind, this is the book that makes Rolemaster so unique. Spells grouped to list (for example, flight and teleport) and then further into class and realm; this gives the feel of an organic way that spells might actually be learnt in a fantasy world.
The spells and skills around them allow for a GM to run a low or very high power game. Spells are designed to be used creatively, not just blow stuff up.
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