Dragons and Magic (CWS)

__TOC__
All dragons have the ability to tap into the arcane well of wizardry. Their magical abilities, which develop naturally (the standard dragon wizard/ priest spell slots), do not require dragons to use components, spellbooks, or other magical paraphernalia to cast. These are innate abilities that will not change for the dragon after they appear, though some spell effects, durations, or ranges may improve as the dragon ages. 
Those dragons that seek to study the ways of true magic can become dragon-mages. Once a dragon embarks on this structured path, it follows all the conventions of true wizardry-memorization, simple gestures, components, and mystical words. Dragon-mages must gather their spells within tomes of magic, for they lose their innate spellcasting abilities in order to have full access to arcane powers. They do gain the ability to engage in spell research and to create magical items. 
Dragonkind has no inherent fear of magic or other supernatural forces. They share the same distaste of the undead that other living things possess, but they do not dread these creatures as do lesser beings. Dragons inherently believe themselves to be superior creatures, able to defeat all opponents with little trouble. In general, a single dragon believes itself to be better than any other single creature-be it human, demihuman, or monster.
==Magical Items and Equipment==
The dragons of the Io's Blood isles appear more civilized than the dragons of other worlds because of their penchant for wearing decorative ornamentation. Dragons adorn themselves with rings, bracers, earrings, and necklaces of beauty and great value. Many even carve runes and symbols into their scales, covering parts of their bodies in artful or enchanted tattoos. Some ornamentation is social, some has practical offensive or defensive capabilities, and some is magical. Not only do the dragons of Io's Blood wear jewelry, they also use other items as described below. 
===Weapons===
While dragons do not employ a wide variety of crafted weapons, there are two specific items that need to be mentioned. These are crafted by clan vassals under the direction of a dominate. 
The first is the wing spur, a wickedly curved hook of strong metal that can be worn on the edge of a dragon's wing. To employ the wing spur in combat, a dragon must wear one on each wing and be able to use the Wing Buffet combat proficiency. The wing spur increases wing buff et damage by +2. 
The second item is the tail mace. This metal glove, covered with sharp protrusions, is worn over the tip of a dragon's tail. To use the tail mace in combat, a dragon must have the Tail Slap proficiency. It adds +4 to the damage caused by a successful tail slap attack. 
The game statistics for both items are presented in TABLE 23. 
 Table 23: Dragon Weapons
Item 	Cost(gp)	Wt.(lbs.)	Size	Type	SpeedFactor	DamageBonus
Wing spur	10 	8 	L 	S 	3 	+2
Tail mace	20 	12 	L 	P 	7 	+4
===Holy Symbols===
The holy symbols used by dragon-priests come in two forms. The first is an ornate piece of jewelry worn around a dragon-priest's neck. The second is more permanent. A dragon-priest carves the holy symbol into one or more of its scales. Both can be used to focus priest spells, though many dragons believe that the carved scales show a greater amount of devotion than simply wearing a piece of jewelry. 
===Magical Items===
All magical items available to characters in other AD&D campaign worlds might exist among the Io's Blood islands, though not all can be used by dragons. Items such as cloaks, robes, boots, and gloves show up in the possession of demihuman vassals, but are of little use to a dragon. However, dragons may have equivalent magical items suitable for their own use. 
Using TABLE 24: DRAGON MAGICAL ITEMS as a start, the DM can refer to the appropriate magical item tables from the DUNGEON MASTER Guide to determine the availability of an item usable by dragons. In some cases, the DM may need to change an item in order for it to make sense as dragon magic. For example, wands are much too small for dragons to wield. However, a similar enchantment might be placed within a light, ornate pole, which could then function as a wand.
 Table 24: Dragon Magical Items
1d20 Roll	Category
1-2 	Potions and Oils
3-4 	Scrolls
5-6 	Rings
7-8 	Staves
9-10 	Wands
11 	Books and Tomes
12-13 	Jewels and Jewelry
14-15 	Bags and Bottles
16-17 	Dusts and Stones
18-19 	Household Items and Tools
20 	Weird Stuff
Potions are very common items among the dragons, and most dominates have access to a variety of them at any given time-especially within the confines of their own lairs. One potion deserves discussion: dragon control. While these potions do exist in Io's Blood, they are extremely rare. By Council decree, the possession of a potion of dragon control by a nondragon is grounds for immediate death. Dragons who use such magic on other dragons also face stiff punishments, though usually of a less lethal nature. TABLE 25: POTIONS OF DRAGON CONTROL has been expanded from the one in the DMG to include gem dragons. 
 Table 25: Potions of Dragon Control
1d100 Roll	Types Affected
1-8 	White
9-16 	Black
17-24 	Green
25-30 	Blue
31-35 	Red
36-42 	Crystal
43-49 	Topaz
50-56 	Emerald
57-61 	Sapphire
62-64 	Amethyst
65-69 	Brass
70-74 	Copper
75-77 	Bronze
78-80 	Silver
81-83 	Gold
84-91 	Chromatic
92-97 	Gem
98-100 	Metallic
One magical item that deserves particular attention is the orb of Io. An orb of Io is a globe of obsidian about 12 feet in diameter. Within an orb's black depths, swirls of color that match each of the 15 dragon types can be seen. Created by the Custodians of Concordance from visions granted by Great Io himself, every clan lord receives one orb to instantly call a meeting of the Council of Wyrms, or to hear a summons. In addition to the one in the Council Aerie, there are currently 88 other orbs, one for each domain. 
An orb of Io can only be activated by a dragon of wyrm age or older. Activation requires the use of innate magical energy the equivalent of six wizard spell slots. When a wyrm activates an orb, these slots are used for the day. Once activated, a connection is formed among all of the orbs. Anyone can hear and respond to the image and voice of the activator, and an orb picks up voices within twenty feet. The connection lasts for two rounds upon activation, though it can be extended by one round for each additional spell slot spent by the activator.