Tribal spell casters are found amongst the following races of creatures: BUGBEARS, CAVEMEN, ETTINS, GIANTS, GNOLLS, GOBLINS, HOBGOBLINS, KOBOLDS, LIZARD MEN, OGRES, ORCS, TROGLODYTES, and TROLLS. These spell casters are divided into two types, shamans and witch doctors.
Shamans are tribal clerics of 7th level or under. Shamans have only the following spells (and the reverse, if applicable) which they are able to cast:
* Ceremonies usable by humanoid spell-casters include coming of age, burial, dedication, and consecrate item.
† These spells from the Unearthed Arcana have been added to the list as per Dragon Magazine #141—"Orcs Throw Spells, Too!" Humanoid and giant spell-casters for AD&D games.
Note that Wisdom does not affect the number of spells of tribal clerics, and the number of spells any such tribal cleric possesses is determined as if the shaman were a character of the appropriate level. There is a limit according to the race of the shaman as to how many levels of experience he or she can possess:
3rd Level Max.
dakon (ape)
ettin
ogre
ogrillion (ogre)
taer (yeti)
troglodyte
troll/giant troll
5th Level Max.
bugbear
bullywug
gnoll/flind
grimlock
kobold
orc
vegepygmy
xvart
7th Level Max.
aarakocra
giant*
goblin
hobgoblin
lizardman
* hill, stone, fire, frost only [plus fog, fomorian, mountain, and verbeeg giants.]
Entries in italics have been taken from Dragon Magazine #141—"Orcs Throw Spells, Too!" Humanoid and giant spell-casters for AD&D games.
Witch doctors ore tribal cleric/magic-users. In addition to the maximum level of clerical ability noted above, witch doctors of various races are able to use the following spells (and the reverse, if applicable):
† These spells from the Unearthed Arcana have been added to the list as per Dragon Magazine #141—"Orcs Throw Spells, Too!" Humanoid and giant spell-casters for AD&D games.
The maximum level of magic-user is dependent upon the race of the witch doctor:
2nd Level Max.
bugbear
bullywug
giant**
gnoll
kobold
lizard man
vegepygmie
4th Level Max.
caveman*
flind
goblin
grimlock
hobgoblin
orc
xvart
* Cavemen tribes have normal clerical members.
** This includes fog, fomorian, mountain, and verbeeg giants.
Entries in italics have been taken from Dragon Magazine #141—"Orcs Throw Spells, Too!" Humanoid and giant spell-casters for AD&D games.
A tribe will have either shamans or witch doctors, but not both (except cavemen). It is suggested that you include these figures into those tribes you personally determine, not random groups.
Deities & Demi-gods, Nonhuman Mythos p.105
As humanoid shamans (and witch doctors) increase in level, they also increase to a degree in hit dice and combat ability. For each level of ability above the 1st, the shaman adds 1-4 hit points (1d4) to his or her total. For every two levels of shaman ability, the creature fights as if one hit dice better on the ATTACK MATRIX FOR MONSTERS.
Witch doctors' clerical (shaman) and magic-user levels are not added to-gether, but are paired, like multi-classed characters. They gain 2-5 hit points for each level above 1st/1st as long as they advance in tandem, but only the normal 1-4 hit points per level when their shaman abilities surpass their maximum magic-user abilities. The levels of experience of witch doctors' magic-user abilities are not detailed in this volume, but may be found in the DUNGEON MASTERS GUIDE.
Examples: A 4th level gnoll shoman would have the following hit dice: 2d8 (his normal amount) + 3d4 (his shaman bonus). He would fight as a 4 hit dice monster. A 5th level goblin shaman would have 4d4 plus 1-7 hit points, and would fight as a 3 — 1 (or "2-3+") hit dice monster. A 3/3 orc witch doctor would have 1d8 plus 2d4 + 2 hit points, and would fight as a 2 hit dice monster.