In other RPG's, if you actually have to choose a divination or type of magic, you get some bonuses for certain things or in the case of light vs dark magic, reversed spells are also possible. Usually Draker magic and war magic are thought to be dark, but not always, where healing/blessing, etc is light. Obviously war magic is already in use and should be usable by all players. Right now there is no asorm or summoning anything better than maggots for dark magic and as far as I know, that's the only difference, so I make reference to reversed spells below spells below. Dark magic is evil and damaging and should be more about offense than defense.
Dark mages need another summoned creature. I suggest bats, snakes, scorpions... anything thought of as inherently evil.
Reflect (dark) - The asorm for evil doers. It is not a shield, but an attack being sent back to the caster. I propose that this spell offers little to no actual protection per say, but that it has the possiblity to reflect some or all of the damage inflicted. Overall it should be the less guaranteed method of magic protection, but more vengeful in nature. whatever damage is not sent back, if any at all, will still effect the dark mage. An ingrav of 1000, might do 700hp to victim and 300hp to caster or totally vice versa.
Miteyo - This is detect magic, but currently only detects certain npc's. I'd love to have it show players with spells cast on them, as well. If you are betsanc'd, then a detect magic should see that clearly, even if you can't see that it is a betsanc. Detecting magic on a player could be very useful in certain situations.
Itenplz - Everyone loves this spell. It's a perfect example of how useful something so trivial can be. I heard it was made as a joke. One thing I'd like to see change, if possible is the ability to cancel the effects for your own spawns so that you don't need to run offscreen to have them attack mobs again. Maybe it could work more like a toggle on the friendlies, but this might be hard to implement.
Parum - Needs no explaination really. Just needs more figurines. Of course having a purpose for these things might be good, like needing them for a quest or something. I guess if you are interesting in starting to make sprites, this might be a good place to start. It requires only one picture, I assume.
Chiza - should automatically give the caster a plus on dex so they can actually hit mobs with it. The component is also not stackable. Maybe a stackable item could make this spell useful.
Upmarmu - ditto. Needs a dex bonus.
Joyplim - I know this spell is just for fun atm, but since it can be mischeivious, why not other plims? I thought it might be neat to simply change it so a joyplim would be a 3plim, devil face: 5plim, sick face: 1plim. The first number simply represent the corresponding alt shortcut. Would this be hard to do? Also, it would be quite funny to make NPC's and mobs smile too. It could even be used in a quest to help someone feeling down?
Skrimp - No use in the game, that I know of. It would be great if we could make potions or do other random things with it. I thought turning water into beer might be nice for a mage. or merging Iron and Conentration potions into one. I'm sure there's a use, but I haven't found it yet.
Haste - This is already a spell, but has been commented out. I've always wondered why. It should be like a concentration potion and be done with 2 or less pedals and can only be cast on another
IronFist - The iron potion spell. Used like Haste.
DispellMagic - One of the great things about being a mage is that you can undo your own blunders of magic cast by another. Obviously though, some magic in the game, should be permanent. This could undo betsancs, ingrav and other player cast spells if a succesul roll was made. It could also be used to make quests more interesting and puzzling.
Drain(dark) - Rather than dark mages using Inma, they could get a Drain spell. It is more selfish and overall, less useful for exp, but could help one heal themselves from stealing life energy from others. I suggest that the amount gained is a fraction of the amount drained. Overuse could lead to negative consequences for the caster, as well.
Cure(light)/Poison(dark) - Light magic would gain the ability the cure poisoned players, while Dark magic would cause living mobs only to be possibly poisoned, so long as they are not resistant based on their stats.
Aid(light)/Hinder(Dark) - Adds or takes away from anothers stats. Adding accuracy or taking it away. This could also affect magic attack and defense. Cast on target only.
TurnUndead/Fear - This is a "Behold my Power" type spell. Think of it as a priest holding up a symbol to ward off the undead creatures or evoke fear in the living. This would cause normally aggressive mobs to disregard you, or Assisting mobs to not assist. It could repel mobs at higher levels away from the caster. The higher you are in magic attack, the more targets you can affect and the effects can increase with magic attack as well. In other RPG's Turning an undead or causing fear from a high level caster can inanimate the undead completely, or kill the living(Dark mages can usually control undead, but I'll cover that in another spell. I suggest damage instead. This should not require you to use a component unless it is something you carry in your inventory. The taxing should be on the MP and if any item is required, it could be a magical or holy symbol, like a cross, pentagram, or something like these, but original to TMW.
MakeScroll - It doesn't have to be a scroll, but a usable item that a mage can prepare and give to another player. After it's use, it would disintegrate or burn up. Any class could use a scroll, but the magic in it should have less power than that of the caster. You could limit them to certain spells for simplicity, but any protective and war spells should be able to be made. A player charged with a scroll would also be detectable with miteyo as explained above.
PlayDead - I had 3 spells I condesed into 1 here. One was a portal to a safe place on the astral plane, another was to ward off all harm and magic, but playing dead seems more TMW style, so I went with that and it requires less work. Think of this as a pause button. Playing dead would cause a player to use the dead player animation, but still be alive(like @hide). Any movement, spellcasting, attacking, trading or any action other than talking and emotes(maybe not even allow this), would result in breaking the spell. This could be used for sabotage, to ward off players casting betsancs and joyplims on you as they would get a message stating there is no need to cast on the dead or something. All mobs would ignore you.
Illusion - This one is simple... The mage casts the spell and it looks as though he/she has droped an item. The item that appears is random. It could be anything in the game. When a player goes to pick it up, they get a message saying that it has vanished before their eyes. This could be used to annoy those pesky drop stealers, cause havock and confusion during a drop party, and even entice mobs that loot to be interested. This should never be able to enter a trade window for obvious reasons and should require little to no components.
Invisibility/Become shadow - I hm'd and haw'd over how to do this one. It would be nice if a mage could walk through mobs without them noticing them...A good way to get to the Cindy cave. Attacking and casting spells should reveal you. As for how players would perceive them, IDK what is right. Be invisible to everyone except GM's? Only show your name but not you? become a sillouette/shadow? At any rate.. something like this would be a nice addition but it's effects should be very temporary.
Alarm - This would be an invisible object preferably, but could still be detected as magic. It does no more than send a message to the caster when a player or mob comes within it's working radius.
Message - This could accomodate an alarm spell nicely. As a player goes within it's working radius a message is sent to general. This area is occupied. It would be great if you can leave custom messages. Not sure if this is possible. Tresspassers will be zapped on sight!!!
Warp - I know this is in the works. I hope it is limited in it's ability somehow. Limit to the current continent?
MinorTeleport - ok.. this one is neat. Whatever direction the player is facing in is the direction of travel they will teleport to. They can only do so on the screen and it's distance should be random, but the maximum distance should be based on M. attack. Useful for moving faster, getting out of danger zones or even into them. It would give the mage a little edge on moving faster, which is why it should be hard on the magic meter.
Stun - Should affect attributes temporarily. Int and luck for sure... Agility and Dexterity too? All attributes? Like a knock in the noggin without the damage.
Fireball - Another spell that has already been made. I propose that it can affect certain items, like logs and roots or other flammable things. You could setup some neat traps and fire barriers with it. Handling this outside of PVP could be tough, unless you had it not affect players unless in PVP. Is it possible to code an item on the ground to hurt others?
Seekers - This is multiple projectiles being hurdled simultaneously. If there is only one target, it takes all damage. 2 or more targets; damage is divided evenly between all. When only a few mobs.. this would be an aggravating type spell that does damage to each or a big blast if only one target. If a big blast is troubling, you could instead have each target take a maximum amount of damage, even if there is only one.
Enchant - Enchanting an item to have magical bonuses should be a quest in itself. A spell like this should severly tax MP. So much so, that only the highest level mages can perform it. It would require a very rare item, like a clover and even more than that. The max attribute bonus per casting should be 1 and can only be peformed a limited amount of times on one item. If that limit is 3, then a Rock knife could not be enchanted further as it already has a +3 Vitality bonus. I think it should go up to 9, myself, but that is an opinion. This could be a major headache to code in items, so IDK if it would ever come to light, but at least have a quest where we can do this. It would give players more to work towards, but if a player could cast it, you would need to befriend or have a mage to perform this 1. Maybe you can't enchant an already enchanted item.. so if you want a max value sword, you'd need all 9 clovers first, making those things rare, expensive and invaluable to the owner. IDK if I would trust just anyone with 9 clovers though. Let alone my weapon.
Fog - You already have different animations for fog. There are many cloud type spells in the RPG world. Some just inhibit your senses, other are fire based, poison, cold, suffocating, electrical. It would be great if this spell cast clouds based on your level. It could be random types, but the more powerful you are, the more powerful the clouds CAN be. Another area based spell that is a little unpredictable. No worries outside of PVP as it just shouldn't hurt players then. No different than warriors beating on a mob while arrows pass right through them. It can be explained away as the towns protective magic, just what you don't have in the Terranite caves.
Befriend - This is just a pet getting spell. Your pet may not do anything useful other than follow you or sit at your side, or maybe there is a small healing effect. I think any non aggressive mob should be able to be befriended, though an aggressive mob that also fights with you would be fun. It would be like summoned creatures, but never travels that far from you. Pets would slow down your movement rate though and would not warp places with you. It should run away before dying or run away from dangerous mobs before the encounter. No undead creature should be made a pet and the level of the mob could be quite limited. I'd like a Moggun or a Snake of some type

AstralJump - OK, this is weird and quite original. Le's say you have too many mobs around you, you can send one, possibly, to the astral plane, which is nothing but a map of a very large maze. You get no exp for this. It's just an aiding spell, unless you cast it on another in PVP (It should be tough to be successful). Mages could also travel there at will by sending themselves there and/or an NPC could be adding offering to take others there. The maze itself spawns nothing. The only occupants have been sent there by use of the spell. Starting empty and slowly filling more and more from the exiled mobs, this place could be very deadly or a walk in the park. It would be a free for all spawn place for GM's too. If a player dies there, they get sent to their last save stone, if they find an exit, they reappear in the place where they last where in TMW.
ControlOther - Mage must cast and remain stationary. I know of other servers where GM's could diguise themselves as a mob. It would be really neat if you could control a mob for a short duration(till MP meter runs out) and actually attack other mobs with it. You must not move offscreen of yourself or it will be broken. Your possessed victim would still be able to be attacked by players too, thus making it a tougher spell to make use of. Any damage done to caster, or other distractions (casting a spell on the caster, receiving a whisper, etc) would break this spell. Makes PVP more interesting too and overall fun everywhere else. I'd make a bat circle me or something neat.... maybe make a mob move away from a player.... or at one (but no attacking unless PVP)
Notes on alignments
That's it for spells, but dark vs light should also cause changes. Fighting too much in PVP... killing mouboo after you've gotten light magic. There needs to be negative consequences otherwise, players that have learned how to asorm become unstoppable in PVP. They do good deeds just to turn evil and have more power. The gods must punish these heretics and condemn them. Just as Dark mages could learn the power of good. Though that should be a big process too.
I know these are just ideas, but hopefully there are things that have not been thought of... Dispell magic, and a better detect magic are probably the most basic ones to fix up.
I'll look at some coding myself to see what i can actually understand. Maybe I can copy/paste myself a new script to share here instead of saying tha all annoying "You know what you guys should do?".
Thanks for reading. It took too long to do this post.