These magic-users are specialists in dracology (the study of dragons). They are capable of protecting themselves from dragons, imitating their powers, controlling them and finally becoming true dragons if need be.

When starting his career, a dracologist, or Dragon Master (as they call themselves), must choose a dragon color corresponding to his alignment. His choice is secret until he uses an ability in a way that reveals his colors. A lawful dragon master could choose a crystal or golden dragon; a neutral may favor a blue or onyx dragon; while a chaotic will prefer a black or red dragon. They cannot choose the color of any of the Dragon Rulers. They speak their choosen dragon laguages.

The effects of the abilities correspond to the type of dragon choosen. At higher levels, a dracologist improves abilities to those of a large or huge specimen (as opposed to dragons from the basic set). All of the abilities described below need a round to take effect. Elves are fond of this craft, and elven dracologists may become formidable opponents in combat.

 Protection from Dragons (First Circle): The dragon master can protect himself from one or more dragons. This ability gives him automatic success against a total Hit Dice of dragons equal to his level. If his level is insufficient to fully affect a dragon, the dragon gets a saving throw versus magic with a bonus of + 2 per difference in level. If the saving throw succeeds, the effect is negated.

This power prevents a dragon from harming the dragon master. The dragon is fully aware of the dracologist’s presence. He can converse with him or physically block his way without touching him, as long as he does not initiate combat or use his breath weapon against the dragon master. The dragon can cast spells if they do not affect the dragon master in any way, and he can attack members of the dragon master’s party. This effect lasts as long as the dragon master remains visible and within 150 feet of the dragon, or until dispelled.

The effect is dispelled if’ the dragon master obviously attempts to steal the dragon’s treasure, eggs or hatchlings, attacks him, or casts spells that obviously affect the creature. Any member of the party initiating combat versus the dragon will cause the effect to be dispelled. Once the effect is broken, the dragon master cannot affect that specific dragon until the following day.

The dragon master can affect dragons of his chosen color as if he were three levels higher. A roll of 01 causes the dragon(s) to become enraged and attack the dracologist.

Dragon Tooth (Second Circle): The dracologist can materialize shadow fangs and cause them to attack up to 20′ away. In melee, the fangs cause damage equal to a dragon bite. If the dracologist has a number of levels (plus attack ranks for elves) equal or superior to that of the dragon color he has chosen, the damage will be that of this specific type of dragon. Example: A white dragon inflicts 2d8 points of damage , a black dragon 2d10, and so forth. If a dracologist is not yet of the appropriate level, he only causes 2d6 points of damage. The effect ends after five successful attacks.

Dragon Eye (Second Circle): This power enables the dracologist to recognize any dragon in polymorphed form, unless the dragon has more Hit Dice than the dracologist has levels. This power includes all forms of illusions and tricks dragons use to conceal their appearance. This power lasts one round per level of the dracologist.

Dragon Paw (Second Circle): This power is similar to the Dragon Tooth except the dracologist can grow dragon claws on one or both hands, as he wishes. In melee, the damage corresponds to the appropriate dragon color (1d4/1d4 for a white dragon, 2-5/2-5 for a black dragon, etc.). If the dracologist is of insufficient level, damage is 1-3 per hand until the proper level is reached. The effect lasts one round per dracologist level.

Dragon Scale (Second Circle): The dragon master can make scales appear on his skin; they give him an Armor Class equal to that of his chosen dragon: AC3 for white dragons, AC2 for black dragon, etc. If the dracologist is not of sufficient level, the AC gained remains at 4 until he reaches the appropriate level (plus attack ranks, for elves) to match his chosen dragon’s Hit Dice. This power lasts one round per level of the dracologist.

Dragon Wing (Second Circle): This enables the dracologist to grow dragon wings of his chosen color. They will enable him to fly at his dragon’s speed and carry a weight equal to 100 pounds of weight per dragon HD. (Two Dragon Paws arc needed to hold a load of more than two hundred pounds.) If he is of insufficient level, the flight speed is 60′ per round, with a maximum load of 500 pounds. The power lasts one round per level.

Dragon Breath (Third Circle): This allows the dracologist to use his chosen dragon’s breath weapon, with the appropriate effects and damage (based on the magic-user’s hit points). If the dracologist is of insufficient level, his breath weapon (cone-shaped) inflicts non-specific damage equal to half his hit points. This ability allows three breath weapon uses per day.

Dragon Might (Fourth Circle): The dracologist can charm a total of dragon HD equal to his level. He creates a mental link and commands them by simple concentration. This allows him to ride a dragon without fear of falling off. If concentration is broken (he casts a spell) the dragons keep doing what they were asked to do. The effect lasts a turn per level of the user.

High Mastery of Dragons (Fifth Circle): This allows the High Master actually to turn into his chosen dragon form in I& rounds. When in dragon form, he has all statistics and abilities of his dragon type. To use spells beyond the normal dragon’s capacity, or magical items that only function for humans or elves, the High Master must revert to his human form, which he can do at any time.

At level 24 +, the High Master may attempt to turn into the lesser Dragon Ruler of his alignment. If he succeeds, the true Dragon Ruler is automatically aware of the his location and identity. He will find the “impostor” and challenge him to a duel. If the High Master defeats the dragon in a duel (either in dragon or in human form), he becomes the new Dragon Ruler (the former retires to an outer plane). If the High Master is defeated, he permanently loses the power to turn into a Dragon Ruler (or dies if he was chaotic) and all the dragons of his alignment forever become his foes (10% chance they recognize him in his human shape).

Cheating (outside help during the duel) causes the Great One, Ruler of all Dragons, to personally seek out cheaters and come with his body guards to wreak havoc in their lands, in order to force them to fight to the death. No High Master can take the form of the Great Dragon.