Spells and Starting Characters (SB)

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As mentioned previously, each newly created 1st-level shaman character has two spell slots, as well as a patron spirit that grants those spells.
Of course, a spirit does not lend its aid to a mortal without cause. Any spirit helping a shaman does so for a reason, usually because it feels it has something to gain from so-doing, or because it feels that the shaman is a person worthy of its aid.
Many spirits are concerned only with sacrifice or worship, but some have more complex desires. Greater detail is provided in the DM's section of this book, and players can look forward to uncovering some of their plots in the course of play. However, there are three basic approaches that all shamans may take to establishing and securing good relations with a spirit:
1. Any shaman automatically knows how to establish and maintain such relations with the spirits they have been trained to deal with, as specified in descriptions in "The Shaman Character Classes."
2. A character may attempt to predict or discern suitable procedures by making a successful spirit lore check. To do this the shaman must know a reasonable amount about the spirit—its goals and attitudes, appearance and manner: Simply having once glimpsed it or heard its name is insufficient.
3. The character can just ask the spirit. All shamans, after all, have ways to contact spirits in their locale.
==Shamans and Spell Slots== Like all spellcasting characters in the AD&D game, as shamans advance in levels, they gain more spell slots, as well as the ability to cast more powerful spells.
Traditionally, the character can change his or her spell selection every day. Shamans, however, do no have this luxury. Since shamans do not tap into arcane energies (as do wizards) or stand in the benevolent shadow of a deity (as do priests), but rather the spirits, who are beings of limited ability and power, once the shaman chooses to receive a spell from their patron, that spell is written down in a specific spell slot and cannot under normal circumstances ever be replaced with a different spell. So, if a lst-level solitary shaman chooses to receive call animal and listen, then the character must be content with these spells until he advances in level and has an additional spell slot to fill.
It is possible for a character to petition a spirit to rescind the spell already granted and replace it with another spell. However, spirits who have agreed to grant a shaman particular spells may be offended if the ungrateful mortals want to swap these favors for other spells. This is rather like asking for a present from a rich relative, and then later going back and asking to trade the gift in for another. Shamans had better have very good reasons for making such requests, or they may find themselves with no spells at all. (See the "Losing Spells" section.)
==Gaining and Riling New Spell Slots==
As a shaman rises in experience levels, he becomes eligible to gain further spells. To fill unused spell slots, he must return to petition his patron spirit again, or may seek out new patrons. There is no limit to the number of patrons that a character might have. A wide range of patron spirits may grant a character a broader selection of spells, but as each makes demands upon the shaman, the character being restricted by a maze of ritual and moral obligations. In order to petition a spirit for a new spell, shamans must be on a sacred site or a place where sacrifice is usually made to the spirits. (So, for example, to petition the ancestors, a shaman might go to the tribe's traditional burial site.) Once there, the shaman must contact the desired spirit (each class has its own way of doing this) and make his request.
Sometimes the spirit grants the spell automatically. Sometimes it discusses the request with the shaman (asking what the shaman intends to do with the spell, why the shaman feels that he or she deserves such power, and so on). On occasion, the spirit might simply refuse outright. Most commonly, however, it agrees to grant the spell on condition that a sacrifice be made to it. The nature of this sacrifice depends upon the spirit (and is explained in the DM's section of this book) but oxen, pigs, and goats are frequent sacrifices. Spirits might demand unusual sacrifices, such as weapons or vegetables. The sacrifice of rare or even legendary beasts or objects may be required to gain high level spells, and acquiring these might involve the shaman in epic quests.
The ease with which a character may acquire a spell is left mostly in the hands of the DM, but there are certain rule guidelines that govern a characters spell slots and the three types of spells a shaman may have, specialized spells, other shaman spells, and standard priest spells. Gaining Specialized Spells Each of the three shaman classes has its own specialized spell list. The magics of each reflect the nature of the shaman's training, and so are easier for the character to cast. A shaman counts the spells on his or her specialized list as being one level lower than they actually are. So, at first level, a shaman may learn up to two second-level spells from the appropriate class list.
==Gaining Spells from Other Shaman Lists==
Shamans also have the option of filling spare spell-slots with magics from other shaman classes' spell lists.
A spell from another subclass' list is treated as it is listed. So, a third level spell must be used to fill a third level spell slot. Only spells on a class' own list are treated as one level lower.
==Gaining Priests' Spells==
Shamans may also attempt to gain the standard priest spells described in the Player's Handbook.
In all cases, priest spells must be treated as being one level higher than their listed level. (A shaman thus requires a second-level spell slot to accommodate a first-level priest spell.) The exception to this rule are multiclass and dual-class characters. In the case of other priest classes being mixed with the shaman class, the priestly side selects spells at their normal levels.
==Losing Spells==
It is possible for a shaman to lose his or her spells. This usually results from a disagreement between the shaman and the patron spirit that granted the spell(s), upon which the patron simply refuses to continue to fuel the magic.
If the disagreement is minor, like over tactics to use fighting a foe, the spirit might simply withhold the spell once or twice, in nonlethal circumstances, to apply pressure on the character. If the disagreement is more major, as in the character establishing friendly relations with the spirit's sworn enemies, a spell might be withdrawn for a longer period—possibly permanently.
Unless the spirit agrees to release the shaman from its grip, these spell slots are considered to be full, even though the spells in them no longer work. If the character deeply insulted the spirit, if the shaman, for example, deliberately went against the spirits dearest values, then the spirit may never forgive the shaman, and the spell slots remain unusable.
If a shaman and spirit agree to part more amiably, or the spirit can be appeased with an appropriate sacrifice, as determined by the DM (with possible aid from the "Scaling Sacrifices" table in "The World of Spirits."), then the shaman may approach other prospective Patrons to refill spell slots.
==Casting Spells==
Unlike other spellcasting classes in AD&D, shamans do not automatically lose a spell from memory when cast. Each time the shaman uses a spell, he must make a Wisdom check. If the check is successful, the character may use that spell again that day. For each use beyond the first one, the check is made with a cumulative +1 penalty. (If Ryambe casts bind fetish and successfully rolls under his wisdom, he can use that spell again. Later, Ryambe does this, and when he makes another Wisdom check, with a +1 penalty to the roll, he is unsuccessful. Ryambe may now not use this spell again until after a full night's sleep.)
==Spell Lists==
===Second-Level Spells===
* Animal Spy (Spiritualist)
* Bind Fetish (Tribal)
* Call Animal (Solitary)
* Casting Out (Tribal)
* Circle of Protection From Spirits (Tribal)
* Command Another's Pet (Spiritualist)
* Contain Spirit (Spiritualist)
* Create Spiritknife (Solitary)
* Death Candle (Spiritualist)
* Heal Spirit (Solitary)
* Protection From Serpents (Tribal)
* Sense Nature of Spirit (Solitary)
* Understand Curse (Tribal)
===Third-Level Spells===
* Call Pack (Spiritualist)
* Cleanse Hearth (Tribal)
* Create Mask (Tribal)
* Haunting Notes (Spiritualist)
* Revive Spirit (Solitary)
* Transfer Offense (Tribal)
* Walk Among Beasts (Solitary)
===Fourth-Level Spells===
* Create Sanctuary (Spiritualist)
* Extract Spirit (Solitary)
* Perfect Perception (Solitary)
* Transfer Curse (Spiritualist)
* Transfer Curse (Tribal)
===Fifth-Level Spells===
* Animal's View (Solitary)
* Bind Guardian (Tribal)
* Call Ghost Pack (Spiritualist)
* Charm Spirit (Spiritualist)
* Cleanse Community (Tribal)
* Converse (Solitary)
===Sixth-Level Spells===
* Beckon the Spirit (Tribal)
* Mortal Snare (Spiritualist)
* Reinvigorate Nature (Solitary)
* Tame Animal (Solitary)
===Seventh-Level Spells===
* Calling Melody (Spiritualist)
* Call The Council of the Spirits (Tribal)
* View The Animal's Mind (Solitary)