It will be more of a sequel to Master of Magic than a direct translation. I've tried direct translation before, and it just doesn't work. The logistics of transferring the gameplay style bogs me down completely. But, most of it will be implemented as it was in the original. With a few adjustments.
This will be based after the end of the last Master of Magic to accomodate for a few changes
Races :
Race : Barbarian
Racial trait : Thrown weapons
Unique Unit : Berserker
Unit Cost : 100%
Special : Cavalry, Spearmen & Swordsmen cost 150%
Race : Gnoll
Racial trait : +20% Strength
Unique Unit : Wolf Rider
Unit Cost : 150%
Special : None
Race : Halfling
Racial trait : -10% Strength, +20% Defense
Unique Unit : Slinger
Unit Cost : 100%
Special : Swordsmen +20% Strength
Race : High Elf
Racial trait : 2 moves in forests
Unique Unit : Elven Lord
Unit Cost : 150%
Special : Catapults, Galleys & Triremes cost 100%
Race : High Men
Racial trait : None
Unique Unit : Paladin
Unit Cost : 100%
Special : None
Race : Klackon
Racial trait : +20% Defense
Unique Unit : Stag Beetle
Unit Cost : 200%
Special : +50% Producton, +2 Happiness in cities
Race : Lizardman
Racial trait : Can walk on water tiles
Unique Unit : Dragon Turtle
Unit Cost : 200%
Special : None
Race : Nomad
Racial trait : None
Unique Unit : Griffin
Unit Cost : 100%
Special : None
Race : Orc
Racial trait : None
Unique Unit : Wyvern Rider
Unit Cost : 100%
Special : None
Magic Realms:
Arcane
Chaos
Nature
Life
Death
Sorcery
Some general things:
Culture will be replaced by mana.
Mana generation will reduce the further from the capital the city is.
The enchantments & summoned units I will try to have built by mana instead of hammers if I can work out the coding. Any help with this is appreciated.
Civics:
I have not completely worked out the civics part yet, but will be looking more into this soon.
Research & Magic:
There will be 3 types of research areas.
Realms : These will be the basic allowances for what you can research, these realms will be very expensive to research, and you must research EVERY spell currently available from that realm first. The level 1 realms will be cheap so anybody can research then quickly.
Realms will be as follows for example. Chaos I, Chaos II, Chaos III, Chaos IV, Chaos V. Etc. Each being more expensive than the lst.
Each race will start with 2 spell realms for research, arcane spells do not require a realm to research them.
Spells : These will be researchable based on the realms you currently have.
Damage Spells:
These will work as nukes, able to target and damage any unit.
Unit Enchantments:
These will be done as promotions, and will replace the existing promotions.
City Enchantments:
These will work as normal buildings that cost mana to create instead of hammers.
Global Enchantments:
These will work as national wonders that cost mana to create instead of hammers.
Unique Enchantments:
These will work as great wonders that cost mana to create instead of hammers.
Summoned units:
These can only be created in the capital. Or one other city if you research summoning circle and create it there.
Great People:
Great Mage
Build : Magical Sanctum
Sacrifice : Complete Enchantment currently being built in the city
Join : Mana +3, Research +1, GP +3
Great Artificer
Build : Constructors Guild
Sacrifice : Complete Building currently being built in city
Join : Hammers +4, GP +3
Great Sage
Build : Spiral Tower
Sacrifice : Assist in research of 1 spell
Join : Research +3, Mana +1, GP +3
Great Merchant
Build : Trade Quarter
Sacrifice : Add gold to treasury
Join : Trade +4, GP +3
Great Warrior
Build : Warriors Circle
Sacrifice : Complete current unit being built
Join : Happiness +1, Hammers +3, GP +3
Comments and suggestions are welcome
More will come soon when I update.
This will be based after the end of the last Master of Magic to accomodate for a few changes

Races :
Race : Barbarian
Racial trait : Thrown weapons
Unique Unit : Berserker
Unit Cost : 100%
Special : Cavalry, Spearmen & Swordsmen cost 150%
Race : Gnoll
Racial trait : +20% Strength
Unique Unit : Wolf Rider
Unit Cost : 150%
Special : None
Race : Halfling
Racial trait : -10% Strength, +20% Defense
Unique Unit : Slinger
Unit Cost : 100%
Special : Swordsmen +20% Strength
Race : High Elf
Racial trait : 2 moves in forests
Unique Unit : Elven Lord
Unit Cost : 150%
Special : Catapults, Galleys & Triremes cost 100%
Race : High Men
Racial trait : None
Unique Unit : Paladin
Unit Cost : 100%
Special : None
Race : Klackon
Racial trait : +20% Defense
Unique Unit : Stag Beetle
Unit Cost : 200%
Special : +50% Producton, +2 Happiness in cities
Race : Lizardman
Racial trait : Can walk on water tiles
Unique Unit : Dragon Turtle
Unit Cost : 200%
Special : None
Race : Nomad
Racial trait : None
Unique Unit : Griffin
Unit Cost : 100%
Special : None
Race : Orc
Racial trait : None
Unique Unit : Wyvern Rider
Unit Cost : 100%
Special : None
Magic Realms:
Arcane
Chaos
Nature
Life
Death
Sorcery
Some general things:
Culture will be replaced by mana.
Mana generation will reduce the further from the capital the city is.
The enchantments & summoned units I will try to have built by mana instead of hammers if I can work out the coding. Any help with this is appreciated.
Civics:
I have not completely worked out the civics part yet, but will be looking more into this soon.
Research & Magic:
There will be 3 types of research areas.
Realms : These will be the basic allowances for what you can research, these realms will be very expensive to research, and you must research EVERY spell currently available from that realm first. The level 1 realms will be cheap so anybody can research then quickly.
Realms will be as follows for example. Chaos I, Chaos II, Chaos III, Chaos IV, Chaos V. Etc. Each being more expensive than the lst.
Each race will start with 2 spell realms for research, arcane spells do not require a realm to research them.
Spells : These will be researchable based on the realms you currently have.
Damage Spells:
These will work as nukes, able to target and damage any unit.
Unit Enchantments:
These will be done as promotions, and will replace the existing promotions.
City Enchantments:
These will work as normal buildings that cost mana to create instead of hammers.
Global Enchantments:
These will work as national wonders that cost mana to create instead of hammers.
Unique Enchantments:
These will work as great wonders that cost mana to create instead of hammers.
Summoned units:
These can only be created in the capital. Or one other city if you research summoning circle and create it there.
Great People:
Great Mage
Build : Magical Sanctum
Sacrifice : Complete Enchantment currently being built in the city
Join : Mana +3, Research +1, GP +3
Great Artificer
Build : Constructors Guild
Sacrifice : Complete Building currently being built in city
Join : Hammers +4, GP +3
Great Sage
Build : Spiral Tower
Sacrifice : Assist in research of 1 spell
Join : Research +3, Mana +1, GP +3
Great Merchant
Build : Trade Quarter
Sacrifice : Add gold to treasury
Join : Trade +4, GP +3
Great Warrior
Build : Warriors Circle
Sacrifice : Complete current unit being built
Join : Happiness +1, Hammers +3, GP +3
Comments and suggestions are welcome

More will come soon when I update.