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BOCCOB
(The Uncaring)

ARMOR CLASS: -8
MOVE: 18"
HIT POINTS: 354
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type +2 (strength bonus)
SPECIAL ATTACKS: [sb]
SPECIAL DEFENSES: +5 or better weapon to hit
MAGIC RESISTANCE: 100% <given as 125% in the original>
SIZE: M
ALIGNMENT: N
WORSHIPERS' ALIGNMENT: Any (clerics, neutral)
SYMBOL: Eye in a pentagram
PLANE: [Concordant Opposition]
CLERIC/DRUID: Nil
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 24th level each
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
    Attack/Defense Modes: All/all
 
S: 18 I: 26  W: 20 
D: 22 C: 20 CH: 20
Com: - -

Boccob's [staff of the magi] can always
absorb 24 spell levels, regardless of its
charge.

Boccob can CAST his Disc of Concordant Opposition once per round.
It will blast into nothingness any creature with fewer than 13 HD or levels, or less than 50% MR.
Those with fewer than 13 levels or HD (96 or fewer HP if dice are not known) or less than 50% MR are destroyed by the 1" square force web.
Those above 12 HD take 100 points of damage, less their MRx2.
Those above 12 levels of experience take 50 points of damage, less their MR, less 10 times their magical protection bonuses.
Creatures with 50% MR or more are unharmed.
<>

Boccob can be hit only by +5 or better weapons. <e>
He has double normal vision into all spectrums. <l>
He can regenerate 1-4 HP per round.
 

                                                      Clerics                     Raiment                                                                                                               Sacrifice/Propitiation
Sphere of Control Animal M F N-H Head Body Color(s) Holy Days Frequency Form Place of Worship

Original: D70.20
 
Deities of the World of Greyhawk - - - DDG

Boccob (Greater Deity)

AL: Neutral
WAL: Any
SoC: Magic, Arcane Knowledge
SY: Eye in a star
CR: Purple
PN: Concordant Opposition

Boccob,
The Uncaring,
patron of neutrality,
foreknowledge,
and foresight,
is the Archmage of the Deities.
He has few followers, but this does not appear to concern him in the least.
Throughout the Flanaess seers and diviners entreat him for omens,
sages revere him,
and those seeking to create new magical items or spells often seek his aid.
Services to Boccob, when held at all,
include complex rituals,
incense,
recitals of alchemical formulas,
and readings from special works honoring knowledge.

Boccob's Avatar

HD: 14
THACO: 13
SpA: MU 18
MV: 18"
AC: -2
hp: 62
#AT: 1
Dmg: 1d6 + 1 to 4 (strength bonus + variable magical bonus)
MR: 50%
SZ: M
 
 
S: 16 I: 20 W: 18
D: 18 C: 16 CH: 18
Com: - -

Boccob rarely leaves his own hall.
When he does go forth,
he appears as a handsome man of indeterminate age clad in flowing purple garments.
His clothing is covered with shimmering golden runes which move and change.
He is indifferent and reticent to those he meets,
neither seeking nor avoiding confrontations,
but he always seeks to gain knowledge.

His most common avatar is hit only by weapons of +3 or better enchantment.
No matter what his form,
he can draw power from either the Positive or Negative Material Planes.
This allows him to strike fear in a 15 foot radius into undead or creatures from the Positive or Negative Material Planes,
saving throw at -4.

The avatar has double normal vision into all spectrums and can regenerate 1d4 hit points per round.
Boccob is immune to all spells involving the mind,
including [feeblemind] and similar magics.

Once per day, Boccob can create disc of Concordant Opposition.
The disc is a 10-foot web of force that blasts into nothingness any creature with fewer than 10 levels or hit dice,
or less than 50% magic resistance (unless a save is made).
Characters of more than 10th level take 50 points of damage, no save allowed.
Any creature with a magic-resistance greater than 50% is unaffected.
Casting time is one segment.
The disc's range is limited only by Boccob's line-of-sight.

Boccob generally carries his Staff of the Archmage.
This combines the powers of a [staff of the magi] with a [wand of conjuration].
Though it can never contain more than 25 charges,
it can absorb 24 spell levels per day.
Boccob always wears at least five amulets and protective devices,
including a [periapt of wound closure],
a [scarab of protection],
an [amulet of proof against detection and location],
a [periapt of health],
and a [stone of good luck].
 

Boccob's Clerics

AL: N
RA: Purple robe with gold trim
AEx: special
WPN:  flail, mace, staff*, dagger, knife, sling
SPH: Astral, Charm, Combat, Divination, Elemental, Summoning, Healing (minor), Guardian (minor)
SPL: see below
ADD: disc of Concordant Opposition, [dispel magic]

Priests of Boccob gain limited sage ability (see DMG) when they reach 8th level.
The cleric has access to the major field of the Supernatural and Unusual,
with one special category per 4 points of intelligence.
The cleric can answer questions or conduct research only if he has access to a library.
If a priest of Boccob builds a religious stronghold (see PHB),
he may enchant one or more of Boccob's eyes in a star symbol to act as scrying devices.

Each scrying device costs 5,000 g.p. and takes 13 weeks to construct.
The cleric can build one of these devices for every 31/2 points of Intelligence he has.
The devices function only within the stronghold,
each acting as a [crystal ball],
but capable of scrying only the area in which it is placed.
The cleric may use them from any other location on the Prime Material Plane.
The chance for successful scrying is 100%.
There is no limit to the number of times the cleric can scry through these devices,
but the total scrying time allowed is three hours per day;
the cleric may divide his time between the available devices as he sees fit.

When Boccob's clerics reach 10th level,
they gain the ability to handle magical items normally usable only by magic-users.
The items they can use include all wands (but not rods or staves, save those usable by clerics),
crystal balls <link>,
robes (but not a robe of the archmagi).
Once they reach 10th level, clerics pay an additional 5% experience point cost when gaining further levels.
 
 

Disc of Concordant Opposition
(Evocation)


L^: c6 (Boccob)
-
R#: 10 yards
-
D^: 1 attack
C^: v.s.m
-
CT: 6s
-
S^: Special
A^: 1 creature
-
!@@
-
!##

Effect: This spell iks granted to clerics of Boccob when they become eligible for 6th level spells.
It is a less powerful version of Boccob's own disc of Concordant Opposition.
When it is cast,
the cleric brings into being a disc which will blast most creatures into nothingness unless they are resistant to magic.

Creatures with less than 6 hit dice or 35% magic reistance are destroyed, if they fail their save.
Creatures with 6 hit dice or more take 75 points of damage, if they fail their save.
Creatures with 6 or more hit dice take 40 points of damage, saving to half damage. <fix mistake>
Any creature with a magic-resistance greater than 35% is is unaffected.

MC: The cleric must have Boccob's symbol--on his person in order to cast the spell.
The material component is a small iron and electrum wheel with a rod rising from the center of one side.
The disc is hurled at the target while the cleric completes a prayer to Boccob.
 
 


UA

YOU HAVE FOUND TREASURE!
Candles, wax
Robes
Staff
Ring
Ring


phasedoor wrote:
Gary, can the word 'may' mean the same as the word 'might'? I have always been confused about that.
 


In general "may" conveys permission to act, while "might" suggests the action in question is possible. At least that's the way I understand the matter.

[quote/Your ADandD 1st edition Greyhawk campaign has a magic item called the Robe of the Archmagi or something like that. I remember reading in the 1979 DMG--or later printings of that book--that a neutral mage can wear a grey Robe of the Archmagi. I like grey for neutral instead of the red for neutral in Dragonlance. Why are Boccob's colors gold and purple when he should be liking grey for neutral like a neutral mage who wears a grey Robe of the Archmagi? Boccob certainly seems to be an Archmagi and if I play a nondruid cleric of his religion, I will certainly commune with him to tell him to change his color for his religion to grey. For ADandD 1st edition with the Greyhawk campaign, can I wear grey if I am a true-neutral nondruid cleric of Boccob?[/quote]
Boccob is a deity, and archmagi are basically mortalsor demi-deities.

Purple conveys celestial majesty, gold splendor.

The colors of Good (pure white), Evil (black) and Neutral black and white mixed, that is gray) are mundane concepts.
Of course you are free to change whatever you like in the campaign you manage 

Cheers,
Gary
 

Quote:
For the words 'may' and 'might', I now remember what is confusing me. What if I say the phrase, 'something may happen'? Does the word 'may' in that context mean the same as the word 'might'?


"May" implies permission, but it is often used in place of "might," so I'd say don't worry.
"Can" and "may" ate also confused often, "can being the ability fo perform something, " "may" the permission to attempt to perform something.

Cheers,
Gary
 

phasedoor wrote:
Thanks for that, Gary. A DM is allowed to change Boccob's religion-color to grey for ADandD 1st edition with the Greyhawk campaign?
And as a TN-alignment general mythos nondruid cleric of Boccob, I can wear grey clothing?


Indeed!

As a matter of fact the DM can do whatever he wishes, assuming that his player group generally agree and do not abandon the campaign because of such alterations 

Cheers,
Gary


<original, D70>

BOCCOB
(The Uncaring)
Neutrality, Magic, Arcane Knowledge, Foreknowledge, Foresight

Major God

ARMOR CLASS: -8
MOVE: 18"
HIT POINTS: 354
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type +2 (strength bonus)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +5 or better weapon to hit
MAGIC RESISTANCE: 125%
SIZE: M
ALIGNMENT: Neutral
WORSHIPPER'S ALIGNMENT: Any (clerics, neutrals)
SYMBOL: Eye in a pentagram
PLANE: Concordant Opposition
CLERIC/DRUID: Nil
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 24th level in each
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
    Attack/Defense Modes: All/all
 
S: 18 I: 26 W: 20
D: 22 C: 20 CH: 20

The favorite weapon of Boccob is his staff of the archmage, combining a staff of the magi with a wand of conjuration.
    This device can always absorb 24 spell levels, regardless of its charge.

He is able to draw either positive power or negative force from the appropriate plane so as to strike fear into undead creatures or actually deliver a rolling cloud of energy like unto a double strength wall of fire as to its area and effects upon them.

Once per round the Archimage can cast a disc of concordant opposition, a plane of mixed forces which will blast into nothingness any creature under 13 levels or hit dice or less than 50% magic resistance.
    Those with fewer than 13 levels or hit dice (96 or less hit points if dice are not used) or having less than a 50% magic resistance are destroyed by the 1"-square force web.
    Those of more than 12 hit dice take 100 points of damage, less magic resistance doubled.
    Those above 12 levels of experience take 50 hit points of damage, less their magic resistance, less each +1 of protection expressed as 10.
    Creatures with at least 50% magic resistance are unharmed.

Boccob can only be hit by +5 or better magic weapons.
He can regenerate 1-4 points of damage per round.
No spells of mental control or possession will affect Boccob, nor will feeblemind or similar magics.

His clerics wear purple robes with gold trim; those attaining the 9th level or higher are actually able to handle simple magic items normally usable only by magic-users (wand of illusion, crystal ball, robe of useful items, and any similar devices).
 

Now that's smart! 
Dear Dragon, 
I recently received #70 as a back issue, and was
amazed when I started reading "Deities of the
World of Greyhawk." Boccob?s intelligence score
is listed as 26, but the table in Deities & Demigods <the Players Handbook>
only goes up to 25. I would like to know what
abilities are derived from having a 26 intelligence.
Can other attributes (for gods, of course)
reach 26 or even exceed it?
    David Solomon
    Brandon, Manitoba
    (Dragon #107)

Boccob's intelligence is also given as 26 in the
WORLD OF GREYHAWK Fantasy Game
Setting, so if it is a mistake (which I doubt) then
at least we've been consistent. Heck, someone
who?s called "the Lord of all Magics and Archimage
of the Deities" (see issue #70) ought to have
a very high intelligence score.

What abilities are conferred by a 26 intelligence?
Extrapolating upward from the table in Deities & Demigods <the Players Handbook>, we get one small improvement:
Minimum Number of Spells/Level goes up
to 18. (The abilities in the other two categories
can?t get any better than they already are.)

Can other deities have ability scores of 26 or
higher? I guess we have to assume that it?s possible,
but so far we don?t know of any Ability
scores in Deities & Demigods don?t go any higher
than 25, and Boccob is the only example of a 26
score among all the deities of the WORLD OF
GREYHAWK Fantasy Game Setting for which
statistics have been published. If you want to
assign a score of 26 or higher to a deity in your
campaign, we'd suggest that you do it very
seldom and only for very good reason. -- KM
 
 

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