Why not just go make your own game?
If you don't mind potentially not being able to use your favorite language there are plenty of game engines out there for building real games(assuming you don't want to make your own engine and likely reinvent the wheel).
Right now I've been playing around with the Unity3D engine since it has a free version + shit ton of resources backing it up. Honestly kinda surprised that it's not that hard. If you're not used to 3D math(vectors, transforms, etc) some of the initial tutorials and books can be a bit jarring but after a bit it starts to make sense and you see patterns in the math(and Im actually terrible at this kind of math). My main complaint so far is lack of programming language choice for the scripted game logic, but picking up C#(most popular language for Unity it seems) hasn't been difficult.
So long as you don't try to get ahead of yourself I could see someone making what you're talking about. One potential problem might be all the different animation and particle effects you might need to account for hundreds of spells taking up space and processing time. If you're willing to sacrifice a bit of variance though that shouldn't be a problem. Depending on your programming experience it'd also be a good chance to experiment with making a little 'domain language' for prototyping new spells quickly, which would making going from a few spells to hundreds fairly easy after you've laid the groundwork.
Just a suggestion, probably a bit overkill suggestion but hey