Dave Govett - Master of Magic (1994) (PC-DOS) Intro Menu
This role play is a civilization type game, focusing on Magic, the leaders of your countries and raising civilizations.
Master of Magic splits spells into six schools of magic: Life Magic, which heals and protects; its antithesis Death Magic, which drains life and creates undead; Chaos Magic, which warps targets and spews destructive energies; Nature Magic, which controls the weather and turns it against the enemy; Sorcery, which manipulates the air and subverts the effects of the other schools; and Arcane Magic, which is a general school and free for all.
Races that your leader controls are down below. http://masterofmagic.wikia.com/wiki/Races
You have 15 points which can be spent on either spell books AND/OR retorts. Retorts are special qualities that your Wizard possesses other than just knowing spells. A list of Retorts are found on this page. You can only start with a maximum of 6 Retorts, although really, since you can earn or maybe learn more, why would you? Spells are powerful too.http://masterofmagic.wikia.com/wiki/Retort
In the beginning of the game, you may also only begin with 10 points worth of spell books in a Magic School.
Not that although you are free to choose any spell that's already listed in Master of Magic, you are free to come up with your own to research. Not that I may be adding bonuses to all un-bonused races, so feel free to choose any race.
You begin with :
Age: (Speculative, can be anything from a new born (You're magical beings after all), to an old man or old woman of 70-1,000's of years)
Race (Or races, you may have up to 3)
Town Names: (You start with 5 towns with 3,000 to 6,000 people in each one).
History: (Your nations are likely very young, and I may include NPC nations to compensate for the very young age of your nations)