Here's a more complex version of what I had in mind, race wise:
- Elves
- Wood Magic
- Tree Growth - Grows all saplings within a 4 chunk radius of the elf. (costs 16 bone meal, 2 hunger)
- Giant Tree - Creates a giant tree out of any oak sapling within a chunk radius. (Costs 6 hunger, 2 hearts, 1 sapling, and 8 bone meal)
- Grass Magic
- Grass Spread - Plants grass in all dirt blocks within a 4 chunk radius. (costs 2 hunger)
- Deep Grass - Plants deep grass in the chunk the elf is in. (Costs 4 hunger)
- Humans
- Farming Magic
- Fertile Growth - Grows all farmable crops within 4 chunks. (costs 32 bone meal, 4 hunger, 2 hearts)
- Bountiful Harvest - Double Drops from all crops for 60 seconds. (no seeds dropped)
- Plant This - Plants all seeds of an equipped type within inventory. (Costs seeds)
- 6 chunk radius (6X6)
- Only in farmland blocks
- If holding Wheat Seeds, all wheat seeds in inventory will be used
- When out of wheat seeds, planting stops.
- Dwarves
- Stone Magic
- Horizontal Shaft - Creates a 2 chunk long 2X2 block shaft in the direction one is facing. (costs 2 hunger)
- Vertical Shaft - Creates a 3X3 block shaft 1 chunk up or down (/dwarf magic Vert Shaft Down). (costs 2 hunger)
- Dirt Magic
- Dirt-B-Gone - Removes all dirt for 1 chunk cubed. (costs 2 hunger)
- Mountain Movers - Moves all dirt from 1 chunk cubed into inventory (costs 2 hunger)
- Orcs
- Sand Magic
- Sandstorm - Limits visibility of everyone within a 4X4 chunk radius (including self) for 60 seconds. (costs 4 hunger, 2 health, and 64 sand)
- Sand Hole - Creates an inverse pyramid in 1 chunk cubed of sand. Does not effect non-sand substances. (costs 6 hunger)
- Gravel Magic
- Gravel Wave - Causes all gravel in 1 chunk to rise up 2 blocks (and then drop down via gravity). (costs 6 hunger)
- Tigran
- Tree Magic
- Tree Climber - Allows the climbing of trees like ladders for 60 seconds. (costs 4 hunger)
- Tree Dweller - Allows travel through leaves like walking/laddering for 60 seconds. (costs 4 hunger)
- Animal Magic
- On My Feet - Reduces fall damage by 50% for 60 seconds.(costs 4 hunger)
- Angry Bear - Increases unarmed damage by 25% for 60 seconds. (costs 3 hearts health)
- Maiar
- Water Magic
- Rising Flood - Creates a 2 block tall flood of water in the blocks immediately around the Maiar (3X3 area)(uses 4.5 hearts)
- Speedy Current - Increases swimming speed by 50% while underwater for 60 seconds.
- Storm Magic
- Dense Fog - Limits visibility of everyone within a 4X4 chunk radius (uses water and lava bucket)
- Sudden Gale - Stuns everyone within the chunk the Maiar is in.
- Agni
- Fire Magic
- Torch of Doom - Sets fire to everything in the chunk. (uses lava bucket and 16 netherrack)
- Magma Magic
- Lava Pit - Creates 5 block deep pit with 1 block of lava on the bottom. (uses 8 hearts and 4 lava buckets)
- Naga
- Venom Magic
- Poison Gas - Disorients everyone within a 2X2 chunk area. (uses half hunger bar)
- Poison Bite - Poisons the next person to be hit with unarmed attack. (uses 1/4th hunger bar)
- Rend Magic
- Rip, Tear, Repeat - Increases unarmed damage by 25% for 60 seconds (uses 4 hunger)
- Deep Bite - Deals 4 hearts damage with the next hit (uses 4 hunger)
- Vespid
- Swarm Magic
- Shriek of the Swarm - Increase damage of all allies within range by 5% for 30 seconds (uses 4 hunger, 2 hearts)
- Summon Swarm - Summons 5 normal and 1 venomous spider (kills Vespid, 2 day cooldown, uses 64 string)
- Armor magic
- Hardened Shell - Decreases all damage by 25% from enemies. (uses 4 hunger, must be in shift mode)
- Yanar
- Flower Magic
- Garden Growth - Plants 8 red and 8 yellow flowers in the chunk of location (uses 1 hunger)
- Scenery I Am - Renders Yanar invisible for 60 seconds or until moving (uses 4 hunger and 4 hearts)
- Life Magic
- Regenerating Glow - Heals all hearts in all allies within 1 chunk (kills Yanar, pacifist false - also uses 32 bone meal and 32 red flowers - 2 day cooldown)
- Undead
- Resurrection Magic
- Raise Zombie - Summons a Zombie (uses 32 rotten flesh and 2 hearts)
- Raise Skeleton - Summons a Skeleton (uses 32 bones and 2 hearts)
- Raise Swarm - Summons 5 zombies and 2 skeletons (uses 160 rotten flesh and 64 bones, kills Undead, 2 day cooldown)
- Death Magic
- Life Drain - Drains 4 hearts health from every enemy within chunk (uses 64 obsidian and 32 redstone block)
- Starving Shadows - Drains 4 hunger from every enemy within chunk (uses 32 quarts and 64 redstone blocks)
Something like the above... though it can always be altered to better suit the server lore, IG needs, and basic impossibility of some spells. All spells would be typed as follows:
/spell race spellname
and would need the required substances. Similar to Mcmmo, magic increases with use. At first spells have a 75% chance of failure, but over time reaches a 95% chance of success (even the best can screw up). If spell fails it still costs the same as if it succeeded.
For example:
"/spell Dwarf ShaftDown"
"Spell failed"
"Skill increased from 12 to 14"
or
"/spell Undead RaiseZombie"
"You have summoned a Zombie!"
"Skill increased from 152 to 153"
and the like.