The Intersection of Paganism and Christianity: Understanding Modern Pagan Paths

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Paganism is an umbrella term used to refer to a number of different spiritual and religious beliefs and practices that are typically rooted in nature worship. While the specific beliefs and practices may vary among different pagan traditions, there are some common themes that run through many of them. One of the core beliefs in paganism is that the divine is immanent in the natural world. Pagans often see the Earth as a sacred entity and believe in the interconnectedness of all living things. Many pagans also believe in the existence of multiple gods and goddesses, which are often associated with different aspects of the natural world. Pagan rituals and ceremonies often involve the honoring and worship of these deities, as well as a reverence for the seasons and cycles of nature.


You touch a creature or unsecured object within range and blow it away with kinetic force. Make a melee spell attack against the target. On a hit, it takes 3d6 force damage and is pushed 10 feet away from you in a straight line. Creatures can choose to make a Strength saving throw, and aren't pushed on a success.

For example, if you cast fire bolt as a 6th level character and deliver it through your limb, you make a melee spell attack against a target within reach rather than a ranged spell attack, and you can choose to deal 3d10 fire damage on a hit instead of 2d10. As a Super-Trope to several different tropes about the depiction of strength and intelligence in media, relegate specific examples to their proper subtrope pages whenever possible.

Sorcery and brawn magic and strength

Pagan rituals and ceremonies often involve the honoring and worship of these deities, as well as a reverence for the seasons and cycles of nature. These rituals may include offerings to the gods and goddesses, prayers, chanting, dancing, and other forms of devotional practice. Many pagans also celebrate the changing of the seasons, such as the solstices and equinoxes, as significant religious holidays.

Muscle Magic, Variant (5e Subclass)

Instead of coming from your blood, your magic comes from your muscle. You might not even be convinced that what you're doing is magic, as you train your body and improve your muscles to improve your magic.

Musclecasting [ edit ]

At 1st level, your peculiar magic allows you to cast your sorcerer spells using your brawn, instead of your brain. You gain proficiency in Athletics, if you don't already have it, as well as the following metamagic (these cost no sorcery points if the spell is a cantrip):

  • Punching Spell. When you cast a spell that affects other creatures you can spend 1 sorcery point to apply the spell's effect through unarmed strikes instead of the usual method. Each time you would make a spell attack or cause a creature to make a saving throw with the spell (or when casting the spell), replace each with an unarmed strike. If the unarmed strike hits, it inflicts the effects of the spell (as if the creature was hit by the spell attack or failed the saving throw) instead of the usual effects of your unarmed strike, dealing additional damage equal to your Strength modifier if the spell does damage. You can make multiple unarmed strikes when casting the spell this way, up to the number of spell attacks or targets the spell would normally have, but you cannot target a creature multiple times if the spell cannot normally do so. If you would normally need to see a creature to target it with a spell, you do not when casting this way. This metamagic can only be used on spells with a duration longer than instantaneous if that spell affects creatures as soon as its cast (such as mind spike), or if it allows the caster to make inflict the effects multiple times in its duration (such as witch bolt), and any further saving throws required by the spell (such as on subsequent turns to end lingering effects) are done as normal.
  • Grappling Spell. When you cast a spell with a duration longer than instantaneous that would affect other creatures, you can spend 1 sorcery point to apply the effects of the spell through a grapple instead of the usual method. As part of casting the spell, attempt to initiate a grapple with a creature, applying the effects of the spell to the target as if it failed the saving throw (if there is one), with the effects lasting the duration of the grapple (this cannot extend the spell past its usual duration). If the creature could normally make additional saving throws to end the effect on itself, it cannot. If the spell would affect more than one creature, you can attempt to grapple multiple creatures in the same way, but you cannot attempt to grapple more creatures than you have free hands, or more than the spell would normally affect. Spells cast with this metamagic only affect creatures you successfully grapple when casting it.

Muscles of Iron [ edit ]

At 1st level, your muscles are almost supernatural. While you aren't wearing armour, using a shield or wielding a weapon you gain the following benefits:

  • Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit, and you can use your fists in place of any weapon for your sorcerer spells.
  • Your rippling muscles give you additional protection, increasing your AC by your Strength modifier if you have made an unarmed strike, or attempted to grapple or shove a creature, since the start of your last turn.
  • Your physical training improves your resilience, increasing your hit point maximum by 1, and by 1 again whenever you gain a level in this class.
  • Your carrying capacity is doubled and you are treated as if you were 1 size larger for the purpose of grappling or shoving a creature.

Defensive Hold [ edit ]

At 6th level, you learn how to manipulate magic to protect yourself with a creature you're grappling. While you are grappling a creature and would be subjected to an effect that allows you to make a saving throw to take only half damage, you can use your reaction and spend 2 sorcery points to defend yourself with the grappled creature. If you do, the creature takes any damage you would take from that effect on a successful save, and the damage is split between you and the grappled creature if you fail.

Improved Grappling Spell [ edit ]

At 14th level, your ability to combine magic with muscle improves. When you use the Grappling Spell metamagic, you can move while casting the spell in between attempting to grapple targets, allowing you to attempt to grapple more creatures than you have free hands, but still no more than the spell normally targets. You must still have a free hand to grapple the creature when you attempt to grapple it. When grappling a creature this way, you can end the grapple (no action required), and cause the effects of the spell to continue on the creature as if the spell was originally cast normally.

Magic Muscle [ edit ]

At 18th level, you gain the ability to channel your magic into your muscle as an action. When you do, you gain the following benefits for 1 minute:

  • You have resistance to all damage.
  • You can add your Charisma modifier to Strength checks and to attack rolls made with your unarmed strikes.
  • You can use Grappling Spell and Punch Spell without spending sorcery points.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

"The society that separates its scholars from its warriors will have its thinking done by cowards and its fighting by fools."
Psgan rules and beliefs

In addition to nature worship and the worship of specific deities, paganism often emphasizes personal spiritual growth and development. Many pagans engage in meditation, divination, and other forms of spiritual practice to connect with their inner selves and the divine. Some pagans also place a strong emphasis on rituals and spells for healing, protection, and other practical purposes. While paganism may seem diverse and decentralized, there are some shared values among its practitioners. Many pagans emphasize the importance of taking personal responsibility for one's actions and living in harmony with the natural world. Pagans often have a deep respect for the environment and may engage in practices such as recycling, conservation, and sustainable living. Overall, pagan beliefs and practices are diverse and can vary greatly depending on the specific tradition or individual practitioner. However, a reverence for nature, a belief in the divine immanence, and a focus on personal spiritual growth are often central to pagan spirituality..

Reviews for "Exploring Gardnerian Wicca: The Birth of Modern Witchcraft"

1. John - 2 stars:
I found the Pagan rules and beliefs to be quite nonsensical and impractical. Their emphasis on nature worship and the pagan deities seemed like a relic from an ancient time. I failed to see any logical reasoning behind their rituals and practices. Additionally, the lack of a coherent moral framework bothered me. Overall, I found the whole belief system to be irrational and unconvincing.
2. Sarah - 1 star:
I had high hopes for learning about Paganism, but I was sorely disappointed. The rules and beliefs were convoluted and conflicting. There was no clear guidance or structure, which made it difficult for me to connect with the religion. Moreover, the constant emphasis on ancestral spirits and nature worship felt disconnected from my own experiences and beliefs. I found the whole concept to be nonsensical and lacking substance.
3. Michael - 2 stars:
I tried to keep an open mind while learning about Paganism, but I just couldn't get behind their rules and beliefs. The concept of multiple gods and goddesses felt like a fantasy rather than something rooted in reality. The lack of scientific evidence to support their claims further deepened my skepticism. I appreciate the role of nature in our lives, but Paganism seemed to elevate it to an irrational level, bordering on worship. Overall, Pagan rules and beliefs didn't resonate with me intellectually or spiritually.
4. Emily - 1 star:
Paganism left a sour taste in my mouth. The focus on magic and spellcasting felt like a desperate attempt to escape reality rather than embrace it. The constant reference to ancient texts and mythology lacked relevancy in the modern world. I struggled to understand how adhering to Pagan rules and beliefs could positively impact my life and the lives of others. It simply seemed like a hodgepodge of superstitions and archaic rituals. Needless to say, I won't be pursuing further exploration of Paganism.

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