Special and Innate Abilities (CWS)

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All dragons possess certain special abilities. Special abilities are listed by dragon type, with all pertinent information (such as when the ability manifests) included. The special abilities of the NPC dragons are included for completeness. 
Innate abilities are magical powers that a dragon can use at will. The majority of these abilities function like spells, with the same range, area of effect, and duration as spells of the same name. These abilities do not require components of any sort. They are activated by a simple mental command, and have a casting time of 3. A dragon can use one innate ability per round. In the round that the ability is used, the dragon cannot make a physical attack, use its breath weapon, or cast a spell. 
Innate psionic abilities are determined for each gem dragon as they develop. Neither the player nor any campaign agency has any control over which psionic abilities develop. 
==Catalyst Optional Rule==
We suggest that the optional innate ability catalyst rule be used. Under this rule, once a dragon reaches the proper age it does not automatically receive these abilities. The player and OM should get together to devise a proper catalyst to trigger the development of an ability. This could be as major as the completion of a quest or as minor as spending some time taking a specific action. For example, when a young sapphire dragon seeks to activate its continual light ability, it might have to spend three days basking in the sun to absorb as much light as possible. 
==Gold Dragon==
Special Abilities: can communicate with any intelligent creature (18% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 11th level plus combat modifier; immune to fire and gas. 
Innate Abilities: Hatchling: water breathing, speak with animals freely, polymorph self three times per day; Young: bless three times per day; Juvenile: detect lie three times per day; Adult: animal summoning once per day; Mature Adult: luck bonus once per day; Old: quest once per day, detect gems three time per day enchant a gem to bring good luck the gem must be from the dragons hoard. If carried by the dragon, it and every good creature in a radius equal to 10 feet per age category of the dragon receives a + 1 bonus to all saving throws, as per a stone 0f good luck. If the dragon gives away the gem, only the bearer receives the bonus. The enchantment lasts three hours per age category of the dragon, plus 1d3 hours, or until the gem is destroyed. 
Detect gems allows a dragon to know the number and kind of precious stones within a 30-foot radius for a duration of one round.
==Silver Dragon==
Special Abilities: can communicate with any intelligent creature (16% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 6th level plus combat modifier; immune to cold.
Innate Abilities: Hatchling: polymorph self three times per day, cloud walk (functions continuously but can be negated and resumed at will); Young: feather fall twice per day; Juvenile: wall of fog once per day; Adult: control winds three times per day; Mature Adult: control weather once per day; Old: reverse gravity once per day. 
Using cloud walk, a silver dragon can tread on clouds or fog as though on solid ground. 
==Bronze Dragon==
Special Abilities: can communicate with any intelligent creature (16% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 8th level plus combat modifier; immune to electricity. 
Innate Abilities: Hatchling: water breathing, speak with animals at will; Young: create food and water three times per day, polymorph self three times per day; Juvenile: wall of fog once per day; Adult: ESP three times per day; Mature Adult: airy water three times per day in a 10-foot radius per age category; Old: weather summoning once per day. 
==Copper Dragon==
Special Abilities: can communicate with any intelligent creature (14% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 7th level plus combat modifier; jump 30 yards forward or sideways, reaching heights of 20 feet at midleap; jump 30 feet straight up; immune to acid. 
Innate Abilities: Hatchling: spider climb (stone surfaces only); Young: neutralize poison three times per day; Juvenile: stone shape twice per day; Adult: forget once per day; Mature Adult: rock to mud once per day; Old: move earth once per day; Great Wymn: wall of stone once per day. 
==Brass Dragon==
Special Abilities: Spells and magical abilities at 6th level plus combat modifier; immune to fire and heat. 
Innate Abilities: Hatchling: speak with animals freely; Young: create or destroy water three times per day; Juvenile: dust devil once per day; Adult: suggestion once per day; Mature Adult: control temperature three times per day in a 10-foot radius per age category; Old: control winds once per day; Great Wymn: summon djinni once per week. 
==Gem Dragons and Psionics==
All gem dragons have psionic powers. The total number of disciplines, sciences, devotions, and defense modes never rises above the limits listed for each gem dragon type, though each dragon's psionic strength points (PSPs) continue to increase until the maximum limit is reached. Dragons using the psionicist kit gain powers as psionicist PCs of the same level. (See The Complete Psionics Handbook for more information on psionics and psionicists.) 
==Amethyst Dragon==
Special Abilities: can communicate with any intelligent creature (18% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 9th level plus combat modifier; immune to poisons, force attacks, and force effects (such as beads of Force, Bigby's hand spells, Otiluke's resilient sphere, and wall of Force spells). 
Innate Abilities: Hatchling: water breathing, cloud walk (functions continuously but can be negated and resumed at will); Young: water walking six times per day; Juvenile: neutralize poison six times per day; Adult: shapechange three times per day; Old: Otiluke's resilient sphere three times per day; Very Old: reflecting pool once per day; Venerable: control weather once per day. Shapechange works like the druid ability (see the Player's Handbook) with the following exception: upon assuming a new form, the dragon does not regain any lost hit points. 
Psionic Abilities: These begin to manifest at young age (3rd level) and increase from that point on as detailed below. 
AgeCat.	TotalDis.	TotalSci.	TotalDev.	DefModes	TotalPSPs
3 	1 	1 	1 	1 	25
4 	2 	1 	3 	1 	50
5 	2 	2 	4 	2 	100
6 	2 	2 	5 	2 	150
7 	2 	3 	5 	3 	200
8 	3 	3 	5 	3 	250
Available Powers: Psychokinesis-Sciences: detonate, project force, telekinesis; Devotions: control body, inertial barrier, molecular agitation; 
Psychometabolism-Sciences: complete healing, energy containment, metamorphosis; Devotions-cell adjustment, expansion, reduction; 
Telepathy-Sciences: domination, mindlink, mindwipe; Devotions: contact, ESP, identity penetration, truthear; 
Metapsionics-Sciences: empower, psychic surgery, ultrablast; Devotions: magnify, psionic sense, psychic drain.
==Sapphire Dragon==
Special Abilities: Can communicate with any intelligent creature (16% chance at hatchling, 5% increase at each new age); spells and magical abilities at 7th level plus combat modifier; immune to all forms of fear; immune to web, hold, slow, and paralysis spells. 
Innate Abilities: Young: continual light three times per day; Juvenile: stone shape three times per day; Adult: antimagic shell once per day; Mature Adult: passwall six times per day; Venerable: wall of stone three times per day; Great Wymn: sunray three times per day. 
Psionic Abilities: These begin to manifest at juvenile age (4th level) and increase from that point on as detailed below.
AgeCat.	TotalDis.	TotalSci.	TotalDev.	DefModes	TotalPSPs
4 	1 	1 	1 	1 	50
5 	2 	1 	2 	1 	100
6 	2 	2 	4 	2 	200
Available Powers: Clairsentience-Sciences: clairaudience, clairvoyance; Devotions: know direction, radial navigation; 
Psychokinesis-Sciences: disintegrate, molecular rearrangement, telekinesis; Devotions: animate shadow, control light, molecular manipulation, soften; 
Psychoportation-Sciences: any; Devotions: any.
==Emerald Dragon==
Special Abilities: can communicate with any intelligent creature (14% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 6th level plus combat modifier; immune to sound-based attacks. 
Innate Abilities: Hatchling: flame walk; Young: audible glamer three times per day; Juvenile: hypnotism three times per day; Adult: Melf's minute meteors three times per day; Mature Adult: hold person three times per day; Venerable: animate rock once per day; Great Wymn: geas once per day. 
An emerald dragon uses the rippling movement of its scales to stimulate hypnotism and geas. 
Psionic Abilities: These begin to manifest at young adult age (5th level) and increase from that point on as detailed below. 
AgeCat.	TotalDis.	TotalSci.	TotalDev.	DefModes	TotalPSPs
5 	1 	1 	1 	1 	45
6 	2 	1 	2 	1 	90
7 	2 	2 	3 	2 	180
Available Powers: Clairsentience-Sciences: aura sight, object reading, precognition; Devotions: all-around vision, combat mind, danger sense; 
Telepathy-Sciences: ejection, mindlink, probe; Devotions: contact, ESP, life detection, sight link, sound link. 
==Topaz Dragon==
Special Abilities: can communicate with any intelligent creature (12% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 5th level plus combat modifier; immune to cold. 
Innate Abilities: Hatchling: water breathing; Young: protection from evil or good three times per day; Juvenile: blink three times per day; Adult: wall of fog three times per day; Mature Adult: airy water three times per day, 10-foot radius per age category; Old: part water once per day. 
Psionic Abilities: These begin to manifest at adult age (6th level) and increase as detailed below.
AgeCat.	TotalDis.	TotalSci.	TotalDev.	DefModes	TotalPSPs
6 	1 	1 	1 	1 	30
7 	1 	1 	2 	1 	60
8 	1 	1 	3 	2 	120
Available Powers: Psychokinesis-Sciences: telekinesis; Devotions: animate object, control wind, molecular manipulation, soften; 
Psychometabolism-Sciences: energy containment, life draining, metamorphosis; Devotions: biofeedback, body equilibrium, cause decay, chemical simulation.
==Crystal Dragon==
Special Abilities: can communicate with any intelligent creature (10% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 5th level plus combat modifier; immune to light-based attacks and normal cold. 
Innate Abilities: Hatchling: charm person at will; Juvenile: color spray three times per day; Mature Adult: suggestion three times per day; Very Old: luck scale once per day; Great Wyrm: control winds three times per day. 
Luck scale allows a dragon to enchant one of its scales as a stone ef good luck. The enchantment lasts one hour per age category. These enchanted scales are usually given to trusted vassals or kindred involved in important missions. 
Psionic Abilities: These begin to manifest at young adult age (5th level) and increase from that point on as detailed below.
AgeCat.	TotalDis.	TotalSci.	TotalDev.	DefModes	TotalPSPs
5 	1 	1 	1 	1 	25
6 	1 	1 	1 	1 	50
7 	1 	1 	2 	1 	100
Available Powers: Clairsentience-Sciences: clairaudience, clairvoyance, precognition; Devotions: any.
==Red Dragon==
Special Abilities: can communicate with any intelligent creature (16% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 9th level plus combat modifier; immune to fire. 
Innate Abilities: Young: affect normal fires three times per day;Juvenile: pyrotechnics three times per day; Adult: heat metal once per day; Old: suggestion once per day; Very Old: hypnotism once per day; Venerable: detect gems three times per day. 
Detect gems allows a dragon to know the number and kind of precious stones within a 100-foot radius for a duration of one round. 
==Blue Dragon==
Special Abilities: can communicate with any intelligent creature (12% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 7th level plus combat modifier; immune to electricity. 
Innate Abilities: Young: create or destroy water three times per day; Juvenile: sound imitation at will; Adult: dust devil once per day; Old: ventriloquism once per day; Venerable: control winds once per day; Great Wyrm: hallucinatory terrain once per day. 
==Green Dragon==
Special Abilities: Can communicate with any intelligent creature (12% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 6th level plus combat modifier; immune to gases. 
Innate Abilities: Juvenile: water breathing; Adult: suggestion once per day; Mature Adult: warp wood three times per day; Old: plant growth once per day; Very Old: entangle once per day; Great Wyrm: pass without trace three times per day.
==Black Dragon==
Special Abilities: can communicate with any intelligent creature (10% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 5th level plus combat modifier; immune to acid. 
Innate Abilities: Hatchling: water breathing; Juvenile: darkness three times per day in a 10-foot radius per age category; Adult: corrupt water once per day; Old: plant growth once per day; Venerable: summon insects once per day; Great Wyrm: charm reptiles three times per day. 
Corrupt water allows a dragon to stagnate 10 cubic feet of water per age category, making it foul, stagnant, and unable to support animal life. If this ability is used against potions or elixirs, they become useless if a 15 or better is rolled on 1d20. 
Charm reptiles operates like a charm mammals spell, except it only works on reptiles.
==White Dragon==
Special Abilities: can communicate with any intelligent creature (7% chance at hatchling, 5% increase at each new age category); spells and magical abilities at 5th level plus combat modifier; immune to cold. 
Innate Abilities: Juvenile: ice walking; Mature Adult: gust of wind three times per day; Very Old: wall of fog three times per day; Great Wyrm: freezing fog three times per day. 
Ice walking allows a dragon to walk across ice as easily as other creatures walk across dry, flat ground. Wall of fog produces snow and hail instead of rain. Freezing fog obscures vision in a 100-foot radius and causes a thin layer of ice to form on the ground and all other surfaces in the area.