Acid_crash said:
Besides the bickering going on in here...
Can someone tell me what is all in the book?
Happy to. If there's something specific you'd like to hear more about, let me know. Forgive my typos, I'm working on a tiny laptop keyboard.
One of the core concepts of Dragon Magic is the question "What happens when dragons are a common, active, influential part of a campaign world?" So the book opens with ideas for showing where dragon influence may be around, but not to the same degree as half-dragons and dragon shamans.
New draconic subraces are presented, as examples of cultures that have absorbed draconic culture, blood and magic. These are silverbrow humans, depwyrm drow, fireblood dwarves, forestlord elves, stonehunter gnomes, glimmerskin halflings, viletooth lizardfolk, sunscorch hobgoblins, and frostblood orcs.
Then there are draconic clas features. These are class features for core classes that replace the existing features. These are easy ways to make classes more dragonish, without going as far as taking templates or PrCs, though many are just as sweeping. For example, druids can take aspects of dragonkind instead of being able to wildshape. There are draconic class features for the barbarian/rogue, bard, cleric/paladin, dragon shaman, druid, druid/ranger, favored soul, hexblade/sorcerer/wizard, monk, rogue, and any class with proficiency with heavy armor
Then there are feats. They focus on expanding draconic feats, including making non-sorcerers eligible for some. There a whole list of them in the TOC.
Then classes. People are discussing the dragonfire adept elsewhere, which is a core class. The PrCs are diamond dragon (psionic tapping into psionic dragon powers), dragon descendant (monks able to call on the power of honorable dragon ancestors), dragon lord (commanders who have learned the draconic arts of combat), hand of thw winged masters (spies who work for dragons), pact-bound adept (arcane spellcaster who learn to use magic as dragons do, and tie themselves to dragons through dragonpacts), swift wing (good or neutral cleric or paladins who believe dragons are iconic servants of their god and thus take on draconic aspects to better serve their church), and wyrm wizards (who delve into the draconic secrets of arcane magic).
The draconic campaign has new spells for most classes (though not too many, this territory has been well tread before), new psionic powers based on the psionic dragons, dragonfire adept breath effects, the dragonfire adept invocations, new warlock invocations developed to fight dragons in a world where they're common, draconic soulmelds, a new vestige (Ashardalon for those paying attention), dragonpacts (a system allowing sorcerers to make deals to gain dragon magics), draconic companion spirits, magic items that imitate, augment, or oppose dragon powers (including dweomered dragonscales).
Draconic beasts adds a few allies, a few foes, and things like the drakkensteed so you can have a a paladin riding a dragonlike creature without breaking the game. For those that care there is only a single spawn of Tiamat, the redspawn berserker. Then there are variant dragon abilities, which allow dragons to swap out innate powers for new options.
Finally, draconic campaigns looks at what a world with more active campaigns actually looks like. There are ideas for dragon rulers and how they interact with their domains, dragons as religious figures, and dragons as the BBEG. Then there are there new organizations (The First Scroll, who seek to understand the connection between dragons and arcane magic, the Harrowers, who seek to kill dragons, and the Shadow's fang, who work for dragons). The chapter is topped off with some draconic locations with maps, and a short adventure that leads t0 a way to introduce all this stuff to a ongoing campaign world.
Owen K.C. Stephens
Poorspawn Dragonwriter