About World Of Magic:
Worlds of Magic is a shameless spiritual successor to Master of Magic; the races are there (High Men, Elves, Dwarves, Dragonkin, Orcs, and Undead, so far, with the possibility of more coming along later); the heroes are there; the artifacts that make your heroes monstrously powerful are there; the spells, spell books (circles in WoM), and Wizard Lord perks are there; town management and research and all the strategic features. WoM is instantly accessible if you know MoM. But there have been some changes, and I think most of them are for the better. The magic system is different but makes a lot of sense. Spells are now part of two distinct schools, and the sum of your proficiency in those schools unlocks them. So, say you like a particular buffing spell that’s part of Biomancy and Life. If you have enough of either, you are able to research the spell – but if you spread out your spell picks and got some of both, then the total you have will allow unlocking the spell for research. It’s a nice way to distinguish the spells within their MoM types – not all Life spells are equal, after all, so why should they all require the same prerequisites? The infusion system in Worlds of Magic allows your combat spells to scale in power as you gain greater Spellcraft (like many of the spells in MoM did), so even those starting spells can be of great use throughout the game. Combat mechanics are handled via the d20 system, which is very easy to understand. The numbers get a good deal bigger than the Master of Magic nimbers did (a basic High Men spearman unit can end up with almost 100 hit points at maximum level.