This server idea revolves around the ancient proto-science, alchemy. Alchemy is defined as "the medieval chemical science and speculative philosophy whose aims were the transmutation of the base metals into gold, the discovery of a universal cure for diseases, and the discovery of a means of indefinitely prolonging life." My server idea is going to expand on this a little more to spice things up a little bit.
Starting Out
Players will start out in a small island village, here they will learn about the systems and how to play. From this village they will travel to the main land where the rest of their game will play out.
Classes, Levels, and Stats
There will be no classes, everyone will be an alchemist. There will however be "types" of alchemy. Everytime you use a spell from a certain "type" you will gain experience for that type. Leveling up that "type" will cause spells from that type to be stronger, it will also grant you access to more powerful spells. Different types will use different stat formulas to calculate success, damage, etc. It will also be dependant on the type level.
You will also have a combat level. You gain combat experience by defeating monsters. When you gain a combat level you get stat points to add into your current stats. The stats would be rather standard.
Str = melee damage and weight able to carry
Dex = ranged damage, cast time, accuracy
Vit = HP and adds defense
Int = magic damage and MP
Agi = attack and movement speed
Spell System
This will be a very different experience than just, get spell, click and use. It will require you to think, to figure things out, and to experiment. Every spell will require materials. Through a gui system like this but better looking:

You will discover new spells by placing materials in the experiment window and pressing the "attempt" button. If you have found a valid combination and you have the required alchemy type level to successfully complete the spell then you will gain a recipe in your recipe book, another gui will pop up describing the spell and what it looks, and your materials will be consumed. After that there is no need to experiment until you find that recipe again, you only need the materials to cast it. Experimenting can be done inside a labratory or out in the field with the use of a portable lab item that players can buy. Players will be encouraged to not share recipes as that would take the fun out of the game. There will be many different kinds of materials and recipes that a player could aquire. Most common materials can be bought in stores, collected in the field, or dropped by monsters. The more rare materials (rarer materials = stronger spells) would be monster dropped or found in the field if your lucky.
"Types" Of Alchemy
Weapons - Abillity to form and use weapons created from just about anything. Str/Dex Based. May use available geographical materials or you may need to supply some. (Moderate material need)
Seal Forming - By using a special GUI connect the dots on a circle to form special runes to cast spells. Int Based (Low material need)
Combining - Combine different items for different outcomes. Dex Based (Moderate material need)
Creation/Crafting - Create items using materials. Dex Based (high material need)
Geomancy - Use the surronding geographical features to different effects. Int based (low material need). This would work by using a geomancy recipe, clicking the corresponding geographical feature (a bush, a pond, a tree, a rock) and then from there it would be based off of what kind of spell it is.
Healing/Buffing - Self explanitory. Int based. (Moderate to high material need)
Attack - Attack using elements. Int based. (Moderate to high material need)
Debuff - Self explanitory. Int based (High material need)
More as I think of them.
It would be wise to focus on certain types and certain stats in the beginning. Though it would be possible for a player to get EVERY recipe. Also as you can see certain stats correspond to the success and damage of the spells and different types need different ammounts of materials to go along with them.
Example of seal forming:

You click on each semicircle, by clicking from one semi circle to the next you create a line. By connecting a bunch of them together you create a symbol. After you draw the symbol the spell is cast.
These are largely incomplete ideas...but it was just for fun anyways. Feel free to pick and choose what you want if you want to use any of the ideas at all. Just make sure to give me some credit
