Everything in this post, even if it's not in-school, would be included in the starter book.
Dragon Rider
Spell Point Limit: 120
Health: 30
Armor: 0
Channeling: 10
Creature: Human
Training: Trained in the Fire school and level 1 of War.
Abilities
Dragon Bond: When a friendly Dragon creature comes into play you may choose to bond with it. Pay mana equal to it's Level, then place your Dragon Bond marker on it. Both you and your Bonded Dragon gain Life +5 and Armor +1. You may spend 1 Quick Action while in the same Zone to attach yourself to your Bonded Dragon. While attached, any damage you or your Bonded Dragon take is split between you and your dragon equally (odd amounts are dealt to your Bonded Dragon). Your Bonded Dragon gains Melee +1, and an additional Melee +1 while in the same Zone as you. If you are attached to it, it also gains Ranged +1. You may Unattach at any time without spending an action. While attached to the Dragon, you move with the Dragon. You cannot take move actions unless you unattach first. If the Dragon is destroyed, the Dragon Bond marker is permanently destroyed unless the Dragon was destroyed by it's own effect to pay for a new Dragon, in which case the new Dragon gains the Dragon Bond marker.
Dragon Call: Once per turn, this Mage may pay 2 less mana when he casts a Dragon spell.
Basic Melee Attack ;; Melee ;; Quick ;; 3 Damage
((I'm tempted to make it so he's immune to the life drain of Sardonyx, or can spend a Quick Action himself to ready Alfiya, but I've ultimately decided not to))
Equipment!
Dragonscale Helm ;; Equipment - Helm ;; Subtype: Dragon ;; Cost: 12 ;; School: Fire 4 ;; Quick ;; Range: 0-2
Uncommon (New Keyword, means: You cannot have more than 2 copies of this card in your book.)
Mage gains Armor +1 and Flame -1. You may spend a Quick Action to gain the Dragon sub-type, and Melee +1 for every 2Dragonscale equipment spells you have equipped, until the end of the round, and gain 1 Burn.
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Dragonscale Cloak ;; Equipment - Cloak ;; Subtype: Dragon ;; Cost: 9 ;; School: Fire 2 ;; Quick ;; Range: 0-2
Mage gains Armor +1 and Flame -1. The Mage may spend 1 Quick Action to gain Flying until the end of the turn, and gains 1 Burn.
This represents being able to turn the cloak into a pair of dragon wings.
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Dragonscale Amulet ;; Equipment - Amulet ;; Subtype: Dragon ;; Cost: 8 ;; School: Fire 3 ;; Quick ;; Range: 0-2
If you are not a Dragon, each time you take an Action, unless that Action turns you into a Dragon, you gain 1 Burn. While a Dragon, you may take up to 2 extra Quickspell Actions per turn, but gain 1 Burn when you use it. They cannot be Conjuration, Incantation, or Equipment spells.
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Dragonscale Gauntlets ;; Equipment - Gloves ;; Subtype: Dragon ;; Cost: 7 ;; School: Fire 2 ;; Quick ;; Range: 0-2
Fire, 1 Dice, d12 9-11, Burn, 12+ Burn 2, Defrost
Mage gains Armor +1 and Flame -1. The Mage's melee attacks gain the attack bar characteristics above, in addition to any traits it already has: the flame damage, an effect die roll, and the Defrost trait. When you make a melee attack, you gain 1 Burn.
This means the melee attack rolls 1 more die (it is not rolled separately), the entire attack becomes Fire, and it will add a burn or two on high enough rolls.
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Dragonscale Belt ;; Equipment - Belt ;; Subtype: Dragon ;; Cost: 8 ;; School: Fire 3 ;; Quick ;; Range: 0-2
Uncommon
Mage gains Armor +1 and Flame -1. Any damage from Burns becomes Healing instead.
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Dragonscale Greaves ;; Equipment - Breeches ;; Subtype: Dragon ;; Cost: 7 ;; School: Fire 2 ;; Quick ;; Range: 0-2
Mage gains Armor +1 and Flame -1. You may spend a Quick Action to gain Fast for the turn, and gain 1 Burn.
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Dragonscale Boots ;; Equipment - Boots ;; Subtype: Dragon ;; Cost: 7 ;; School: Fire 2 ;; Quick ;; Range: 0-2
Mage gains Armor +1 and Flame-1. If you move into a Zone with Terrain, you may gain 1 Burn and destroy it and send to the Discard Pile.
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Dragonscale Shield ;; Equipment - Dragon ;; Subtype: Dragon ;; Cost: 8 ;; School: Fire 2 ;; Quick ;; Range: 0-2
Defense, 1 Use: 12+
You gain a bonus on this d12 roll equal to the number of Burns you have. An enemy that is blocked gains 2 Burns during the Counterstrike Step of the attack.
Mage gains Flame -2. You may spend a Quick Action to gain Guard for the turn (regardless of any other actions you take), and gain 1 Burn.
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Dragonscale Great Sword ;; Equipment - Weapon OR Weapon & Shield ;; Subtype: Dragon ;; Cost: 7 ;; School: Fire 2 ;; Quick ;; Range: 0-2
Single-Handed Slash
Fire, Melee, Quick, 3 Dice, D12 5+ Burn, Defrost, Piercing +1
Two-Handed Slash
Fire, Melee, Full, 5 Dice, D12 3-7 Burn, 8+ Burn 2, Defrost, Piercing +2
Two-Handed Slash can only be used if Dragonscale Great Sword is equipped as both Weapon and Shield.
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Full Dragonscale Gear Stats
Each section that is indented requires a Quick Action to activate, with blank spaces to show separate groups of abilities for Quick Actions that are next to each other.
Armor +8
Flame -10
Melee +5 (this assumes you are using the sword one-handed and wield the Shield)
Dragon
Flying
Two extra Quick actions if Dragon. They cannot be Conjuration, Incantation, or Equipment spells.
Extra Damage, Fire, +1 Dice, d12 9-11, Burn, 12+ Burn 2, Defrost
Regeneration based on Burn dice roll/Burnproof (as you don't take Burn damage_
Fast
The ability to destroy Terrain that you walk on at the cost of Burning.
Defense, 1 Use: 12+, bonus from Burns, gives enemy Burn 2
Guard, not lost from attacking that turn
Single-Handed Slash, Fire, Melee, Quick, 3 Dice, D12 5+ Burn, Defrost, Piercing +1 (total with bonuses: 9 dice, 5-8 Burn, 9-11 Burn 2, 12+ Burn 3)
Two-Handed Slash is not usable due to Shield.
Conjurations!
Dragon Hatchery ;; Cost: 12 ;; Fire 4 ;; Conjuration ;; Subtypes: Dragon ;; Quick ;; 0-1 ;; Target: Zone
Dragon Rider Only
Epic
Zone Exclusive
Spawnpoint
Flame -2
Channeling 2
Life: 10
Armor: X
During the Deployment Phase, Dragon Hatchery may Summon 1 Dragon creature or Minor Dragon conjuration. X equals the number of Level 3 or higher Dragons in this Zone. Level 2 or lower Dragon Creatures and Conjurations in this Zone cannot be attacked as long as a Level 3 or higher Dragon is in this Zone.
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Dragon Egg ;; Cost: 4 ;; Fire 1 ;; Conjuration ;; Subtypes: Dragon ;; Quick ;; 0-0 ;; Target: Zone
Life: 4
Armor: N/A
Resilient
Dissipate 3
When Dissipate runs out, you may Summon a Minor Dragon creature in this Zone, and pay 4 less Mana for that creature.
Creatures!
Dragon Hatchling ;; Cost: 4 ;; Fire 1 ;; Creature ;; Subtype: Dragon ;; Full ;; 0-0 ;; Target: Zone
Pest
Life: 6
Armor: 0
Baby Bite: Melee ;; Quick ;; 2 Dice ;; Counterstrike
When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Hatchling, Dragon Hatchling can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.
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Dragon Youngling ;; Cost: 8 ;; Fire 2 ;; Creature ;; Subtype: Dragon ;; Full ;; 0-0 ;; Target: Zone
Life: 8
Armor: 1
Dragon Bite: Melee ;; Quick ;; 3 Dice ;; Counterstrike
Baby Flame: Ranged ;; Fire ;; 0-1 ;; Full ;; 1 Dice ;; D12 8+ Burn, Defrost
When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Youngling, Dragon Youngling can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.
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Wyvern ;; Cost: 8 ;; Fire 1 + Air 1 ;; Creature ;; Subtype: Dragon ;; Full ;; 0-0 ;; Target: Zone
Life: 5
Armor: 3
Flying
Elusive
Dragon Bite: Melee ;; Quick ;; 3 Dice ;; Counterstrike
Wind Breath: Ranged ;; Air ;; 0-1 ;; Full ;; 2 Dice ;; D12 7+ Push
Wyvern Claws: Melee ;; Full ;; 4 Dice ;; d12 +7 Grapple
While Grappled by it's own effect, Wyvern can still move, and moves it's Prey with it, but gains Slow.
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Drake ;; Cost: 8 ;; Fire 1 + Water 1 ;; Creature ;; Subtype: Dragon, Aquatic ;; Full ;; 0-0 ;; Target: Zone
Life: 7
Armor: 2
Flying
Fast
Dragon Bite: Melee ;; Quick ;; 3 Dice ;; Counterstrike
Water Breath: Ranged ;; Water ;; 0-2 ;; Full ;; 2 Dice ;; d12 7-9 Daze, 10+ Stun, Unavoidable
Fire Breath: Ranged ;; Fire ;; 0-2 ;; Full ;; 2 Dice ;; D12 7-9 Burn, 10+ Burn 2, Defrost
If you use Water or Fire Breath, you cannot use that attack again on your next turn.
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Dragon Guardian ;; Cost: 12 ;; Fire 2 + War 1 ;; Creature ;; Subtype: Dragon, Soldier ;; Full ;; 0-0 ;; Target: Zone
Life: 12
Armor: 2
Flying
Intercept
Dragon Bite: Melee ;; Quick ;; 4 Dice ;; Counterstrike
Dragon Back-Fire: Ranged ;; Fire ;; 0-2 ;; Quick ;; 3 Dice ;; D12 7-9 Burn, 10+ Burn 2, Defrost
Dragon Back-Fire can only be used as a Counterstrike to a Ranged Attack. At the end of his activations, Dragon Guardian may place a Guard marker on himself if there is a Level 3 or lower Dragon in his Zone. When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Guardian, Dragon Guardian can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.
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Dragon Hunter ;; Cost: 12 ;; Fire 3 ;; Creature ;; Subtype: Dragon, Hunter ;; Full ;; 0-0 ;; Target: Zone
Life: 10
Armor: 1
Flying
Fast
Dragon Bite: Melee ;; Quick ;; 4 Dice ;; Piercing +2
Dragon Fire: Ranged ;; Fire ;; 0-2 ;; Full ;; 2 Dice ;; D12 7-9 Burn, 10+ Burn 2, Defrost
When a minor creature is destroyed by Dragon Hunter, you gain 1 mana. When a major creature is destroyed by Dragon Hunter, you gain mana equal to it's Level. When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Hunter, Dragon Hunter can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.
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Dragon Knight ;; Cost: 12 ;; Fire 2 + War 1 ;; Creature ;; Subtype: Dragon, Soldier ;; Full ;; 0-0 ;; Target: Zone
Life: 10
Armor: N/A
Resilient
Lumbering
Dragon Bite: Melee ;; Quick ;; 3 Dice ;; Counterstrike
Dragon Stone Breath: Ranged ;; Earth ;; 0-2 ;; Full ;; 3 Dice ;; D12 8-10 Slam, 11+ Stun
Creatures that are Dazed (as a result of Slam) or Stunned by Dragon Knight cannot recover from those conditions this turn. When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Knight, Dragon Knight can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.
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Dragon Stalker ;; Cost: 12 ;; Fire 3 ;; Creature ;; Subtype: Dragon, Shadow ;; Full ;; 0-0 ;; Target: Zone
Life: 8
Armor: 1
Flying
Dragon Bite: Melee ;; Quick ;; 3 Dice ;; +2 vs Crippled
Dragon Smoke: Ranged ;; Zone ;; Dark ;; 0-2 ;; Full ;; 0 Dice ;; D12 5-7 Daze, 8-10 Slam + Stagger, 11+ Slam + Stagger 2
As a Quick Action, Dragon Stalker gains Invisible until the end of the next round or when he Attacks. If you damage an enemy while Invisible, roll the effect die. On 8+, they are Crippled. When you or a Spawnpoint you control summons a Dragon that is 1 Level higher than Dragon Stalker, Dragon Stalker can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.
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Dragon Broodmother ;; Cost: 16 ;; Fire 4 ;; Creature ;; Subtype: Dragon, Mother ;; Full ;; 0-0 ;; Target: Zone
Legendary
Flying
Lumbering
Familiar
Life: 15
Armor: 3
Channeling 1
Dragon Bite: Melee ;; Quick ;; 5 Dice ;; Counterstrike
Dragon Fire: Ranged ;; Fire ;; 0-2 ;; Full ;; 3 Dice ;; D12 7-9 Burn, 10+ Burn 2, Defrost
Dragon Broodmother may only cast Level 1-2 Dragon creature or conjuration spells. When you or a Spawnpoint you control summons a Dragon that is a higher Level than Dragon Broodmother, Dragon Broodmother can be destroyed to reduce the mana cost by 4. You cannot destroy more than 1 Dragon creature to gain mana by its' own effect per round.
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Grand Dragon ;; Cost: 24 ;; Fire 8 ;; Creature ;; Subtype: Dragon, King ;; Full ;; 0-0 ;; Target: Zone
Dragon Rider only
Legendary
Psychic Immune
Flame Immune
Life: 20
Armor: 4
Flying
Grand Dragon Bite: Melee ;; Quick ;; 6 Dice ;; Piercing +3
Grand Dragon Claws: Melee ;; Full ;; 4 Dice ;; Doublestrike
Grand Dragon Fire: Ranged ;; Fire ;; 0-3 ;; Full ;; 4 Dice ;; D12 5-8 Burn, 9+ Burn 2, Defrost, Sweeping
Grand Dragon Call: Cost: 4 mana ;; Full ;; 1-2 ;; Teleport target Dragon to this Zone.
During each Upkeep Phase, each non-Dragon object in the same Zone as Grand Dragon gains 1 Burn, and Grand Dragon's controller gains 2 Burns.
Incantations!
Shed Dragon Scales ;; Cost: X ;; War 1 ;; Incantation ;; Subtype: Dragon, Command ;; Quick ;; 0-2 ;; Target: Dragon creature
Remove as many conditions as you wish from the target, paying the removal cost for each one. Then, you may destroy as many Enchantments on the target as you wish, paying the total mana cost (casting and reveal cost) for each one. You may then cast 1 Dragonscale equipment spell, and reduce the mana cost by half of X.
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Ancient Dragon Magic: Truesight ;; Cost: 8+X2 ;; Fire 3 + War 1 ;; Incantation ;; Subype: Dragon ;; Full ;; 0-0 ;; Target: Mage
Dragon Rider only
Magecast
Epic
You gain 1 Burn, then you may look upto X face-down cards in the Arena, including enemy Planned cards. The cards are not activated at this time.
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Ancient Dragon Magic: Flame of Rebirth ;; Cost: 16 ;; Fire 4 ;; Incantation ;; Subtype: Dragon, Healing ;; Full ;; 0-0 ;; Target: Zone
Dragon Rider only
Magecast
Epic
Fire ;; 4 Dice ;; d12 6+ Burn 2, Defrost
You gain 1 Burn. All objects in the zone are hit by the above fire attack. Dragons are healed instead of taking damage, and gain 1 Rebirth token if they would gain a Burn. If a non-Mage creature with a Rebirth token on it is destroyed, it is Summoned at the end of the turn in the same zone it was destroyed in. A Mage with a Rebirth token on it that would be defeated heals 10 dice instead. If it would still be defeated, it is defeated.
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Ancient Dragon Magic: Eternal Flame ;; Cost: 7 ;; Fire: 3 ;; Attack ;; Subtyle: Dragon ;; Full ;; 0-0 ;; Target: Zone
Dragon Rider only
Magecast
Uncommon
Eternal Flame ;; Ranged ;; Zone ;; Fire ;; 3 Dice ;; d12 3-6 Burn, 7-9 Burn 2, 10+ Burn 3, Defrost
Dragons are Immune to this attack. When this spell would be discarded after it is cast, you may choose to cast it again as a Terrain card in the targeted Zone that deals it's Attack to any non-Dragon in that Zone during each Upkeep Phase, or choose a direction. If you choose a direction, cast the spell again 1 Zone farther in the chosen direction, and after it resolves, repeat the attack 1 Zone farther away. This continues until there are no farther Zones.
Enchantments!
Empathic Bond ;; Cost: 2/X ;; Mind 1 ;; Enchantment ;; Quick ;; 0-2 ;; Target: non-Mage Creature
During the Upkeep Phase, the Mage may transfer any amount of damage up to 3 between himself and the enchanted Creature. X = creature's Level.