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Name: Boccob

Gender: m
Rank: Greater Deity
Areas of Concern/Portfolio: Magic, Arcane Knowledge, Foresight, Balance
Titles: The Uncaring, Lord of All Magic, Archmage of the Deities
Holy Symbol: Eye balanced on a pedestal inside a pentagon
Alignment: N
Origin of Worship: Unknown
Core Worshippers: Humans
Common Worshippers: Others
Uncommon Worshippers:
Favored Weapon(s): Quarterstaff
Other Preferred Weapons:

Weapon of the Deity Spell: +1 spell storing quarterstaff


Domains: Force* (CD), Knowledge, Magic, Mind* (CD), Oracle* (CD), Rune* (Ss), Trickery.
Special Notes: Divine spellcasters must adamantly oppose any attempt to destroy a magic item or any magical place.
Repeated failure to do so is a gross violation of the code of conduct.
Description: Boccob (BOK-kob) is known throughout the Flanaess, oversees the maintenance of magics existence on
Oerth, and is interested in the creation of new magic items and spells (he is said to have a copy of every magic item made
by mortals). He see that Oerths magic is declining and will eventually fade away; he combats this effect and suspects
that Tharizdun is responsible. He is distant from all other gods save his servant Zagyg. Shown in purple robes with
shimmering runes of gold, Boccob carries the first staff of the magi; an eye within a pentagram is his symbol. "Seek
balance above good, evil, law, or chaos. Fight to push back the encroachment of good just as you would the oppression
of evil. Magic is the most important thing on Oerth, and it must be preserved so that the balance can be preserved."
Churches are protected from outside interference, and those within devote most of the time to research, particularly
prophecies, which they guard carefully lest they fall into the wrong hands. In lands where the forces of Law, Chaos,
Good, or Evil grow too strong, churches of Boccob are built to balance those forces. Clerics of Boccob create and study
magic and divine the future. They leave their churches to root out rumors of lost magic items or spells, or to defend a
magical place or item from destruction. Most clerics of Boccob are neutral, as extremism in ethos is frowned upon; they
must maintain the balance between all alignments. Boccob's clerics are alert for signs of magical aptitude among
youngsters, and they offer education to any youth they deem worthy of the privilege, whether noble or commoner.
Clerics of Boccob almost always learn their prayers and sacraments in a classroom at a major temple-college. Anything
that involves powerful magic involves the followers of Boccob. Creating or destroying artifacts, uncovering new kinds of
magic, and traveling the Outer Planes are all common quests. A follower of Boccob might rescue a sorcerer captured by
bugbears, brave a ruin to retrieve an ancient spellbook, or break up a cult of ur-priests seeking to cut off magic power to
all but themselves. Prayers to Boccob have remarkably florid language. One common one begins, "Hail and 1 greet you,
Boccob, Master of Magic, All-Seeing, All-Potent Revealer of Mysteries Beyond Compare. Whose Perspicacity knows no
boundaries, most puissant protector of the eldritch realms, both known and unknown..." Boccob favors tall, round
towers for his temples. Almost all have colleges for the study of both divine and arcane magic, and visitors are as likely to
meet wizards as clerics inside. Most Boccob temples provide magic item identification and a number of divinations to
the public. Boccob's followers celebrate powerful magic in all its forms, performing ceremonies when a magic item is
made or a new spell discovered. Many high-level followers make pilgrimages to other planes to see magic in action.
Boccob's clerics favor purple garments with gold trim; many are cleric/wizards or cleric/sorcerers. Most remain aloof
from worldly affairs and devote themselves to magical research and to formulating prophecies. They share their
knowledge of the future only sparingly, lest someone get the upper hand and upset the balance. Boccob's clergy actively
create magic items. Most of Boccob's clerics keep busy rooting out bits of magical lore, recovering lost magical items,
and investigating mysteries. They adamantly oppose any attempt to destroy a magic item or any magical place. Boccob's
temples are usually located in urban areas. They are always well fortified to withstand outside interference, and they
house extensive libraries. Most are also well equipped with various scrying devices and defenses. Visitors to a temple of
Boccob usually get a cool greeting at best and are never truly welcomed unless they have some unusual magic item to
offer for examination or money to spend on spells, magic items, or information.

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