Bones of old brings magic that goes beyond rock.
Stone Age clerics can know 1d3 spells of levels that they can cast, determined at random. That's a lot!
For example, according to Stone Age sages, a 3rd level Stone Age cleric might know two 1st level spells and three 2nd level spells.
1st Level (d8)
1. Cure Light Wounds (reversible) 5. Resist Cold
2. Protection from Evil 6. Shillelagh (D)
3. Purify Food and Drink 7. Affect Normal Fires*
4. Remove Fear (reversible) 8. Shield*
2nd Level (d8)
1. Augury 5. Spiritual Weapon (held by the cleric's guardian spirit)
2. Chant 6. Detect Snares and Pits (D)
3. Delay Poison 7. Magic Mouth*
4. Resist Fire 8. Scare*
3rd Level (d4)
1. Cure Blindness (reversible)
2. Remove Curse (reverse)
3. Snare (D)
4. Stone Shape (D)
4th Level (d3)
1. Exorcise
2. Neutralize Poison
3. Summon Animal I (D)
5th Level (d3)
1. Animate Object (just one, stone only)
2. Polymorph Self or Other* (one beast or plant form only)
2. Polymorph Self or Other* (one beast or plant form only)
3. Commune with Nature (D)
Folk & Epoch Variations
Stone Age cleric abilities can be customized in various ways to match Stone Age versions of gods. They can substitute their guidelines, magical-side-effects, tests, and spells for others.
- Beast Spirits: Allowing animal aspects to be focused upon rather than just primitivism. See Volume V, noting that all spells known should be determined at random.
- Copper Age (Chalcolithic): Some wondrous items made of copper can be found, allowing those who wield such weapons to have no penalty when striking armor, only bending rather than breaking on a damage roll of 1 too!
- Funnelbeaker Culture: Combining neolithic with some hunter-gatherer, other folk can have different combinations, even substituting some Stone Age rules with Bronze Age ones (the latter being detailed next week).
- Giants & Titans: Worshipped by an earlier people, such rivals of the gods can be followed by them in contrast to deities, using only Stone Age rules or incorporating those of Surtr, Thrym, Aegir, Cronos, or others.
- Gods & Goddesses: Any deities found in Divinities & Cults in Volumes I through IV can have their rules substituted in part with Stone Age ones too, depending on how far back their worship goes, reflected in their earliest names.
- Ice Age (Pleistocene): With icy gusts and glaciers, elements of Thrym (see Volume II) and similar beings can be combined instead, showing cold greatly.
- Savage Horrid Races: Whether it be the physically distorted fomorians of Balor (also in Volume II) or even worse, orcs (see Volume V), particularly dangerous, abominable cavemen, hunter-gatherers, and neolithics can take on a few or many of their traits.
- Very Animistic: For those looking to embrace more shamanism, see shamans in Volume II or even Finnish shamans and tietaja in Volume IV.
For example, a hunter-gatherer cleric of Wodanaz could follow a few, some, or many of the guidelines, magical side-effects, tests, and/or spells for Odin instead of Stone Age ones. On the other hand, a neolithic cleric of the ancient horse great spirit Rhy-dha could mainly follow Stone Age rules with a few Horse beast spirit ones mixed in.
A Stone Age Encounter
Neolithics
Cavewoman
Where a forest meets a field, the party comes upon two groups of people engaged in heated debate (yelling at each other). Both appear to be very rustic, if not primitive to most. A felled beast lies between them.
Those standing on the field side wield primitive stone tools and wear woven outfits. Those in opposition to them on the forest side wear animal hides and wield stone and bone tipped arrows. Both groups are 6 in number, though this can be modified if the party is much larger or smaller.
The wise will realize that they've stumbled upon a classic stone age farmer (neolithic) / hunter-gatherer faceoff. The observant will also spot a very wide and even more primitive woman watching from a distance.
Neolithics
Led by Eef, they are outraged that the hunter-gatherers have shot and slayed one of their cattle. He demands that the hunter-gatherers make amends, holding up and shaking the slain beast's head for emphasis.
Eef, Lvl 2 neolithic cleric
Align: N, MV: 40', AC 8, HD: 2, HP: 12, Atk: 1, Dmg: 1d6 (polished stone axe)
SP: neolithic cleric abilities, spells known/ prepared:
1st Level: Protection from Evil, Remove Fear
SV: C2, Mor: 9, Items: primitive holy symbol, polished stone axe, padded armor, 3 nice-looking stones, a piece of fancy pottery
Neolithic Farmers
Align: N, MV: 40', AC 9, HD: 1, Atk: 1, Dmg: 1d4 (stone tools), SP: skilled at farming
SV: F1, Mor: 7, Items: stout woven clothing, stone tools
Hunter-Gatherers
Led by W'heg, they instead consider this to be their land and they can logically shoot any cattle they wish. He holds up the slain beast's head after Eef does, pretending to have it speak with his voice. This only makes the situation increasingly tense. It's only a matter of time before the neolithics notice Wheg's claws (see below), so battle is soon to commence unless intervention occurs.
W'heg, Lvl 2 hunter-gatherer cleric
Align: N, MV: 40', AC 7, HD: 2, HP: 9, Atk: 1*, Dmg: 1d8 (long bow with bone-tipped arrows), 1d4 (stone dagger), claws* (see below)
SP: hunter-gatherer cleric abilities, stone age test: #10-17, 3 (animalistic trait) has claws, allowing him to make an additional melee attack for 1d3 damage per round), spells known/ prepared:
1st Level: Affect Normal Fires* (x2)
SV: C2, Mor: 8, Items: primitive holy symbol, long bow with 8 bone-tipped arrows, stone dagger, leather armor, 2 nice-looking animal skins, a piece of simple pottery
Hunter-Gatherers
Align: N, MV: 40', AC 7, HD: 1, Atk: 1, Dmg: 1d6 (shortbow with stone-tipped arrows)
SP: skilled at hunting and gathering, SV: F1, Mor: 6, Items: short bow with 8 stone-tipped arrows, leather armor
Cavewoman
Finally, if the arguing continues, Neadertha shows up to give them all a piece of her mind.
Neandertha, Lvl 3 cavewoman cleric
Align: N, MV: 40', AC 8, HD: 3, HP: 17, Atk: 1, Dmg: 1d4+1 (club)
SP: cavewoman cleric abilities, stone age test: #10-17, 4 (large) quite fertile-looking too, +1 Charisma, spells known/ prepared:
1st Level: Cure Light Wounds, Resist Cold
2nd Level: Chant, Resist Fire (not prepared)
SV: C3, Mor: 11, Items: primitive holy symbol, club, leather armor, 1 very fertile-looking body (hers)
Next week: Gods of the Bronze Age!
RPG srd Old School 1st ed AD&D Stone Age Paleolithic Mesolithic Neolithic