The Witch Doctor's Influence on Draconian Art and Symbolism

By admin

The Witch Doctor of mystical draconians is a fascinating figure in the realm of fantasy. These mystical draconians are a mythical species known for their dragon-like appearance and extraordinary magical abilities. Within their society, the Witch Doctor plays a crucial role as the spiritual leader and healer. **The Witch Doctor** serves as a bridge between the mortal realm and the dragons' ancient wisdom. They possess a profound understanding of the mystical forces that govern the draconians' powers and use their extensive knowledge to aid their community. With their expertise in herbalism, divination, and shamanic rituals, the Witch Doctor has the ability to channel the energies of the dragons and perform rituals that can heal ailments, provide protection, and even predict the future.


Imagine an entire party of them in an adventure against some elves, for instance.

ORCS _____________ ____________ ____________ ____________ ____________ ____________ Experience Weapon Armor Hit Hit Level Level Damage Class Points Dice Title 0 1-6 6 1-8 1 Orc-at-arms 1 1-6 6 8 1 Assistant Leader 2 2-7 4 11 2 Guard Subchief 3 2-8 4 13-16 3 Bodyguard Chief. giant-type; it is a potent ability, and if you have something like a brownie, it being able to to 5 points of damage 1 point for its tiny tiny weapon and strength penalty, 4 points for being a 4th level tracker gets a little weird.

Witch Doctor of mystical draconians

With their expertise in herbalism, divination, and shamanic rituals, the Witch Doctor has the ability to channel the energies of the dragons and perform rituals that can heal ailments, provide protection, and even predict the future. **Mystical draconians** hold great reverence for the Witch Doctor, seeking their guidance and counsel on matters related to spiritual growth, magical enhancement, and overall well-being. The Witch Doctor acts as a mentor to younger draconians, teaching them the ancient rituals and passing down the accumulated wisdom of their ancestors.

Dragonsfoot

I think there may be a pattern to the level limits for shamans and witch doctors.

Shamans

________________________________________________________________________
3rd level maximum5th level maximum7th level maximum
ettinbugbeargiant
ogregnollgoblin
troglodytekoboldhobgoblin
trollorclizard man

These are the intelligence ratings of the above.
________________________________________________________________________
3rd level maximum5th level maximum7th level maximum
lowlow-average varies***
low*low-averageaverage
lowaverage-lowaverage
lowlow-average**low (average)****

* A leader will have a low-average intelligence, a chieftain average.
** A guard or subchief will have average intelligence, a bodyguard or chieftain high-average.
*** An hill giant will have low intelligence, a stone giant average, and fire and frost giants average-low.
**** The figure in parentheses is for those that have evolved to a higher state.

And likewise with witch doctors.

Witch doctors

________________________________________________________________________
2nd level maximum4th level maximum
bugbearcaveman*
gnollgoblin
koboldhobgoblin
lizard manorc

* Cavemen tribes have normal clerical members.
________________________________________________________________________
2nd level maximum4th level maximum
low-averagelow (to average)**
low-averageaverage
average-lowaverage
low (average)*low-average***

* The figure in parentheses is for those that have evolved to a higher state.
** The figure in parentheses is for tribesmen.
*** A guard or subchief will have average intelligence, a bodyguard or chieftain high-average.

This might be good to know if you're designing a new monster or wish to give shaman or witch doctor abilities to monsters that are not described as having any.

Last edited by James The Just on Sat Jul 22, 2023 1:23 am, edited 1 time in total.

Storm11 Greater Deity of Dragonsfoot
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Re: Shaman and witch doctor level limits.

Post by Storm11 » Fri Jul 21, 2023 9:31 pm

I always thought Kobolds got short shrugged in the witchdoctor department. I would have put them in the 4th level category.

The intelligence of most of these humanoids is low to average.

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Re: Shaman and witch doctor level limits.

Post by kveldulf » Fri Jul 21, 2023 10:59 pm

Interesting.. not sure if it was intentional in the rules, but it makes total sense.

Having that correlation is also helpful for figuring out shaman/witch doctor level limits for various other humanoids whose limits weren't covered in the DMG.

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Re: Shaman and witch doctor level limits.

Post by James The Just » Sat Jul 22, 2023 1:31 am

Storm11 wrote: ↑ Fri Jul 21, 2023 9:31 pm I always thought Kobolds got short shrugged in the witchdoctor department. I would have put them in the 4th level category.

The intelligence of most of these humanoids is low to average.

The DMG gives kobolds a rating of average-low which is presumably better than low-average. The DMG also gives goblins an average rating, but both them and kobolds are average (low) in the MM. So a pretty good case could be made for kobolds to be limited to 3rd level at witch doctor.

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Re: Shaman and witch doctor level limits.

Post by T. Foster » Sat Jul 22, 2023 1:36 am

In Dragon magazine (issue 65 or thereabouts) Gygax gave witch doctor and shaman level limits for the new humanoids in FF (norkers, xvarts, flinds, ogrillons). Do they match this pattern as well?

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Re: Shaman and witch doctor level limits.

Post by James The Just » Sat Jul 22, 2023 1:44 am

kveldulf wrote: ↑ Fri Jul 21, 2023 10:59 pm Interesting.. not sure if it was intentional in the rules, but it makes total sense.

Having that correlation is also helpful for figuring out shaman/witch doctor level limits for various other humanoids whose limits weren't covered in the DMG.

Which humanoids would be eligible for becoming shamans or witch doctors even though they weren't covered in the DMG? I know that locathah could become 3rd level shamans in D&DG, which is quite low considering that they are very intelligent. But Gygax didn't write that. He did, however, give xvarts and tasloi level limits consistent with the above.

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Re: Shaman and witch doctor level limits.

Post by James The Just » Sat Jul 22, 2023 2:25 am

T. Foster wrote: ↑ Sat Jul 22, 2023 1:36 am In Dragon magazine (issue 65 or thereabouts) Gygax gave witch doctor and shaman level limits for the new humanoids in FF (norkers, xvarts, flinds, ogrillons). Do they match this pattern as well?

Shaman maximum levels are: Ogrillons, 3rd level; Flinds and norkers, 5th level; Xvarts, 7th level.
Witch doctor maximum levels are: Norkers, 2nd level; Xvarts, 4th level.

Well, ogrillons and xvarts match the pattern.

In all other respects they are similar to hobgoblins.

Fiend Folio, p. 68, under NORKER.

But not in shaman and witch doctor level limits, apparently.

Flinds are like gnolls in shaman level limits even though they have average intelligence, not low-average.

Tasloi fit the pattern.

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Re: Shaman and witch doctor level limits.

Post by cometaryorbit » Sun Jul 23, 2023 10:41 pm

I wonder if, using this model, it would make sense to limit hill giants and non-advanced lizard men (low intelligence) to 5th level shaman, letting the other giants and the advanced lizard men go to 7th?

Storm11 wrote: ↑ Fri Jul 21, 2023 9:31 pm I always thought Kobolds got short shrugged in the witchdoctor department. I would have put them in the 4th level category.

Kobolds just aren't great at anything, I don't think. They are very numerous but individually low capability, among the most r-selected of all the humanoids. (It's worth noting that they are egg-layers, unlike most humanoids, and are a lot smaller than the other reptilian humanoids like lizard men, troglodytes, and I guess sahuagin. So they can probably replenish losses in warfare/disaster/etc. faster than any other humanoid type. So if they were not individually super-weak, they'd likely be the dominant species on the planet.)

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Re: Shaman and witch doctor level limits.

Post by James The Just » Mon Jul 24, 2023 1:53 am

cometaryorbit wrote: ↑ Sun Jul 23, 2023 10:41 pm I wonder if, using this model, it would make sense to limit hill giants and non-advanced lizard men (low intelligence) to 5th level shaman, letting the other giants and the advanced lizard men go to 7th?

Using this model they would be limited to 3rd level. The frost and fire giants are average to low, as opposed to low to average, so maybe let them make it to 6th.

If flinds are to gnolls what orc leaders and chieftains are to orcs then they don't break the rule by be limited to 5th. It seems odd, however, that they can't be witch doctors when gnolls can.

If you go by the book (by book I mean Fiend Folio) norkers can go to 7th. Gary disagrees. Can he override it with a magazine article? Or can it be regarded as only a preview of a potential future official ruling?

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Re: Shaman and witch doctor level limits.

Post by bargle » Mon Jul 24, 2023 3:48 am

This thread is making me want to play a non-BtB half-orc cleric/mu. James The Just High Avatar of Dragonsfoot
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Re: Shaman and witch doctor level limits.

Post by James The Just » Mon Jul 24, 2023 5:46 am

Why not a full-blooded orc witch doctor? playstationsux Personal Avatar of Dragonsfoot
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Re: Shaman and witch doctor level limits.

Post by playstationsux » Mon Jul 24, 2023 12:40 pm

Are there humanoids left out of this general pattern? I imagine there are possible anomalies. Odd no leader/subchief/chieftain shaman/witch doctors. It always seemed separate. I guess those guys weren’t alpha like the leaders and chiefs.

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Re: Shaman and witch doctor level limits.

Post by James The Just » Mon Jul 24, 2023 1:59 pm

Maybe leader/subchief/chiefs are in the equivalent of a fighter class. You can be a fighter, a shaman, or a witch doctor but not a fighter/shaman, for instance.

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Re: Shaman and witch doctor level limits.

Post by James The Just » Mon Jul 24, 2023 3:17 pm

ORCS
_________________________________________________________________________
ExperienceWeaponArmorHitHitLevel
LevelDamageClassPointsDiceTitle
01-661-81Orc-at-arms
11-6681Assistant/Leader
22-74112Guard/Subchief
32-8413-163Bodyguard/Chief
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Re: Shaman and witch doctor level limits.

Post by cometaryorbit » Mon Jul 24, 2023 4:19 pm

James The Just wrote: ↑ Mon Jul 24, 2023 1:59 pm Maybe leader/subchief/chiefs are in the equivalent of a fighter class. You can be a fighter, a shaman, or a witch doctor but not a fighter/shaman, for instance.

Yeah, I think that is the concept. The leader path is their version of fighters, shamans are their version of clerics, witch doctors are their version of MUs.

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Re: Shaman and witch doctor level limits.

Post by James The Just » Mon Jul 24, 2023 4:34 pm

Now if we can find the general rules that apply to them a path is open for monsters as characters. In the example above if someone played an orc they would have strict level limits even with a high strength. But you get to play an orc!

Imagine an entire party of them in an adventure against some elves, for instance.

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Re: Shaman and witch doctor level limits.

Post by viking vince » Mon Jul 24, 2023 5:45 pm

I really need to use non humanoid casters more

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Re: Shaman and witch doctor level limits.

Post by garhkal » Mon Jul 24, 2023 6:19 pm

I've never understood why they limited so many races, to having such low 'casting enemies'.. Confuscious sayeth, don't wash cat while drunk! James The Just High Avatar of Dragonsfoot
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Re: Shaman and witch doctor level limits.

Post by James The Just » Mon Jul 24, 2023 6:41 pm

What would be a good name for the "fighter" class that monsters would have? Since they would only get a d8 for hit points for each increase in level and the "to hit" of their hit dice it doesn't make sense to call them fighters. Something like shaman for cleric.

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Re: Shaman and witch doctor level limits.

Post by Ratbreath » Tue Jul 25, 2023 8:21 am

James The Just wrote: ↑ Mon Jul 24, 2023 6:41 pm What would be a good name for the "fighter" class that monsters would have? Since they would only get a d8 for hit points for each increase in level and the "to hit" of their hit dice it doesn't make sense to call them fighters. Something like shaman for cleric.

I use the article "Hey, wanna be a kobold?" from Dragon #141 with a few modifications for exceptional humanoids.

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Re: Shaman and witch doctor level limits.

Post by James The Just » Tue Jul 25, 2023 3:25 pm

A very fine article. Thank you very much for pointing it out to me.

It is very well thought out. I would approve of it's use in my own campaign(s).

However, it's only useful for the rare exceptional humanoids. Allowing them to have classes very similar to the ones normal characters may have becomes a big problem in the case of the larger humanoids or other giant-class creatures. Ability score generation would also be quite difficult. It is no wonder they limited themselves to kobolds, xvarts, goblins, and orcs.

So I'm looking for more general rules that can apply to just about any creature. Shaman and witch doctor guidelines extended to even more monsters than listed in the DMG, for instance. What's missing is rules for fighter types. How does an ordinary gnoll, for example, raise a level? How many experience points does he need? What's the name of his class and what are the level titles? How does he gain hit points? Improve his chance "to hit."

Thanks to this article I can steal a few ideas and apply them to other races. And maybe some of yours if you would kindly provide some.

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Re: Shaman and witch doctor level limits.

Post by playstationsux » Tue Jul 25, 2023 4:14 pm

James The Just wrote: ↑ Mon Jul 24, 2023 6:41 pm What would be a good name for the "fighter" class that monsters would have? Since they would only get a d8 for hit points for each increase in level and the "to hit" of their hit dice it doesn't make sense to call them fighters. Something like shaman for cleric.

1.
brute
beast
monster
barbarian
ogre
demon
sadist
animal

2.
barbarian
wild man
wild woman
primitive
heathen
cannibal

One of the CRPGs I played used orc brutes a lot. It used goblin veterans.

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Re: Shaman and witch doctor level limits.

Post by James The Just » Tue Jul 25, 2023 4:40 pm

I'm definitely going to have to use the terms savage and brute for something

Primitive cleric = shaman.
Primitive fighter = savage, brute, battler, warrior?
Primitive magic-user = witch.
Primitive cleric/magic-user = witch doctor.
Primitive thief = stealer, robber?

The primitive fighter would add 1-8 hit points per level above 1st and fight as a monster of one hit die higher.

The witch would be a single classed magic-user and add 1-2 hit points per level above 1st.

I'm thinking the primitive thief couldn't climb walls or read languages. Add 1-3 hit points per level above 1st.

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Re: Shaman and witch doctor level limits.

Post by James The Just » Tue Jul 25, 2023 4:46 pm

Ratbreath wrote: ↑ Tue Jul 25, 2023 8:21 am

James The Just wrote: ↑ Mon Jul 24, 2023 6:41 pm What would be a good name for the "fighter" class that monsters would have? Since they would only get a d8 for hit points for each increase in level and the "to hit" of their hit dice it doesn't make sense to call them fighters. Something like shaman for cleric.

I use the article "Hey, wanna be a kobold?" from Dragon #141 with a few modifications for exceptional humanoids.

Have you noticed that the experience points needed for witch doctor are exactly the sum of that for shaman and magic-user of the same level? With one small exception: it should be 40,001 for 5th level, not 39,501.

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Re: Shaman and witch doctor level limits.

Post by LibraryOgre » Tue Jul 25, 2023 4:52 pm

James The Just wrote: ↑ Tue Jul 25, 2023 4:40 pm I'm definitely going to have to use the terms savage and brute for something

Primitive cleric = shaman.
Primitive fighter = savage, brute, battler, warrior?
Primitive magic-user = witch.
Primitive cleric/magic-user = witch doctor.
Primitive thief = stealer, robber?

The primitive fighter would add 1-8 hit points per level above 1st and fight as a monster of one hit die higher.

The witch would be a single classed magic-user and add 1-2 hit points per level above 1st.

I'm thinking the primitive thief couldn't climb walls or read languages. Add 1-3 hit points per level above 1st.

3e handled these with "NPC classes." Adepts were cleric-like. Commoners were utter trash. Experts had a ton of skill points. Warriors were fighters with smaller HD and no benefits. Aristocrats were sort of a compromise between warriors and experts. more skill points than warriors, better armor and weapons than experts, but still not as good of fighters as warriors or as good of skill monkeys as experts.

If you're going to be naming the NPC classes, though, you might want to go a bit further:

*Cleric: Shaman
*Druid: Witch
*Fighter: Warrior (an "orc warrior" just sounds natural)
*Ranger: Woodsman, Hunter (consider things like centaurs or brownies for non-standard races which might have rangers)
*Magic-User: RC uses "Wokan", which I think is a bit better than "witch-doctor", partially because of calling the druid-likes "witches". You might also go with "magician", though; it loses some of the cultural connotations of Wokan/Wakan.
*Illusionist: Trickster might work but, TBH, I think Illusionist works fine.
*Thief: "bandit" or "sneak" might work; I would not lose Climb Walls, because it seems odd that they lose out on that basic type of ability. everyone can climb walls. I'd be more inclined to remove pick pockets, though that usually carries enough sleight-of-hand that it's still worth it. Dropping RL seems quite reasonable.
*Assassin: 2e's Complete Humanoids used "shadow"

*It isn't realism, it's verisimilitude. seeming true within the the game world.
*"That's how we're gonna win. Not fighting what we hate, saving what we love." - Rose Tico
*I'm more Pratchett than Tolkien.
*Attack rolls are just skill checks.
*Happiness is a long block list.

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Re: Shaman and witch doctor level limits.

Post by James The Just » Tue Jul 25, 2023 6:49 pm

If I want use witch doctor (which I do) I can't call a primitive druid a witch as the former do not have druidical abilities.

Warrior does sound natural for a fighter. Too bad it's a level title for a fighter. But it shouldn't be too confusing to use it for humanoids. How many weapon proficiencies do you think they ought to have?

Good ideas for the ranger. What abilities do you think a primitive ranger should lose?

Wokan sounds like a variation of 'wiccan.' As is witch. Why not just say witch? I wouldn't like to have to explain to the players what wokan means

Trickster sounds more primitive than illusionist. Think I'll go with that.

If it's okay to use level titles maybe robber and murderer work. Bandit sounds pretty good, though.

Maybe you're right about climb walls. I just wanted to make them weaker than a regular thief. Picking pockets just seems so fundamental to what a robber does.

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Re: Shaman and witch doctor level limits.

Post by Xabloyan » Tue Jul 25, 2023 7:11 pm

garhkal wrote: ↑ Mon Jul 24, 2023 6:19 pm I've never understood why they limited so many races, to having such low 'casting enemies'..

Because it's not part of the trope.

Orcs don't have spell casters because orcs are troops who serve spell casters.

In short: there's no orc witch doctor or shaman because Sauron and Saruman.

Now once you get rid of this trope and have orcs worshipping orc gods instead of being the servants of an evil cleric or Mu then yes you do need a few orc casters. But still not many and not powerful ones because if orcs had powerful casters to the point they were known for their magic use they'd be Men or Elves and not Orcs.

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Re: Shaman and witch doctor level limits.

Post by LibraryOgre » Tue Jul 25, 2023 7:48 pm

It comes down to what you are using these for, really.

Are you spicing up a monster/NPC? Or do you want them to be playable?

For the later, go with PC classes; there's no reason a kobold thief would be different than a human thief except for the things that make them a kobold. Work out reasonable stat modifiers and abilities, and go from there.

If you are spicing up NPCs and monsters, a lot of it comes to "They have what you need them to have", and from, there, you go with guidelines to represent that, without needing to worry as much about how they're built, in a PC sense. In a lot of cases, level titles are going to get in the way, largely because most level titles are "Give me a bunch of synonyms for X", which limits the ability to name things. a 2nd level fighter is a warrior, a 6th level MU is a magician, a 3rd level illusionist is a trickster. You're gonna wind crossing some of those level titles.

So, a monstrous Druid can be a witch, because we need to describe such creatures, even if it doesn't line up with the Dragon class. a witch is a humanoid with access to a selection of druid spells, much as a shaman is a humanoid with access to a selection of cleric spells. They don't need a ton of actual druid abilities, any more than a shaman has a ton of clerical abilities. If you don't want to go with a witch, fine, but it shouldn't be because of a Witch class.

Heck, what if we just started stealing level titles?

Cleric = Shaman (established)
Druid = Ovate (doesn't work as well; I still lean towards witch)
Fighter = Warrior
Ranger = Tracker
MU = Magician; "Wokan" is likely not derived from "Wiccan", but rather from "Wakan", a Lakota word having to do with supernatural forces.
Illusionist = Trickster
Thief = Rogue (I'd say burglar, but that'll get me banned from the Shire)
Assassin = Cutthroat

All pretty well work, IMO, except for Ovate.

For abilities:
Shaman: Limited Cleric Spell List
Witch: Limited Druid spell list
Warrior: d8 HD
Tracker: Bonus damage v. giant-type; it is a potent ability, and if you have something like a brownie, it being able to to 5 points of damage (1 point for its tiny tiny weapon and strength penalty, 4 points for being a 4th level tracker) gets a little weird. but giving them surprise bonuses and tracking seems reasonable and useful to PCs
Magician: Limited MU spell list
Trickster: Limit Illusionist spell list
Rogue: Read languages, obviously. Thieves Cant. You might give them two variations; one which loses OL and FART, the other of which loses MS/HiS and Backstab.
Cutthroat: Disguise. Languages. All thief skills except MS/HiS. Assassination in combat.

*It isn't realism, it's verisimilitude. seeming true within the the game world.
*"That's how we're gonna win. Not fighting what we hate, saving what we love." - Rose Tico
*I'm more Pratchett than Tolkien.
*Attack rolls are just skill checks.
*Happiness is a long block list.

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Witch doctor of mystical draconians

Through their teachings, they ensure the continuation of their culture and the preservation of the mystical dragonic heritage. In addition to their healing capabilities, the Witch Doctor also possesses formidable offensive powers. They can summon elemental forces, manipulate fire, and tap into the hidden reservoirs of magical energy within their bodies. This makes them formidable warriors in times of conflict, able to defend their community from external threats. However, the power of the Witch Doctor comes with great responsibility. They must always maintain a delicate balance between their magical abilities and their connection to the dragons. Any misuse or abuse of power can bring about disastrous consequences not only for themselves but for the entire draconian society. Overall, the **Witch Doctor of mystical draconians** represents the convergence of spiritualism and magic in a unique and fascinating way. As the keeper of ancient knowledge and the facilitator of healing and growth, they play a pivotal role in the well-being of their community. Their abilities and wisdom make them revered figures, sought after for their guidance and respected for their power..

Reviews for "The Witch Doctor's Role in Ecstasy and Altered States of Consciousness among Mystical Draconians"

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The Witch Doctor's Role in Guiding the Souls of the Dead among Mystical Draconians

The Witch Doctor's Connection with the Astral Realm in Draconian Spiritual Practices