Clerics
Each of Greyhawk’s deities demands worship of a different
sort, and attracts a different sort of cleric. The unique
qualities, specialties, and characteristics of Oerth‘s diverse
clerics are described in detail, but you’ll need to know the
meaning of several abbreviations.
Cleric Abbreviations
AL Alignment. The alignment required for a character
to become a cleric of this deity. This is always more restricted
than a worshipper’s alignment.
RA: Raiment. What the cleric wears when performing
formal rituals to the deity and the cleric’s preferred garb at
other times.
AEx: Additional Experience Cost. The penalty, in experience
points, the cleric must pay when advancing in
levels. This is offset by unique special abilities the deity
grants to its clerics.
WPN Weapons. The types of weapons the cleric may
use. Weapons marked with an asterisk are strongly associated
with the deity and the cleric must be proficient with
them at 1st level.
Numerous deities insist that their clerics learn about,
and become proficient in the use of edged-weapons. These
deities have their own reasons for breaking the commonly
enforced rule of clerics not using edged weapons.
SPH: Spheres. The kinds of spells the deity makes available
to its clerics. This is intended for use with an optional
rule in the second edition AD&D@ game, and can be
ignored if the DM wishes.
SPL Specials. Special abilities the deity grants its clerics,
usually spells or spell-like powers. Special abilities
accrue to the cleric automatically each day.
ADD Additional Spells. Spells that fall outside the deity’s
spheres, but are available to the cleric.
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 Clerics
AL Neutral; 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 a scrying device.
Each scrying device costs 5,000 g.p. and takes 13 weeks
to construct. The cleric can build one of these devices for
every 3% 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
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, 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.
Additional Spell
Disc of Concordant Opposition (Evocation)
Level: 6
Range: 10 yards
Duration: 1 attack
Area of Effect: 1 creature
This spell is 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 resistance
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. Any creature with a
magic-resistance greater than 35% is unaffected.
The cleric must have Boccob’s symbol-on his person in
order to cast this 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.
Components: V, S, M
Casting Time: 6 segs.
Saving Throw: Special