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Aliases Al'Zarad, Archmage of the Deities, Lord of All Magic, the Uncaring
Alignment True Neutral
Divine Rank Greater God
Pantheon Core, Oerth
Portfolio Magic, Knowledge, Balance, Foresight
Domains 3E: Knowledge, Magic, Mind, Oracle, Trickery
5E: Arcana, Knowledge
Home Plane Library of Lore (Outlands)
Worshippers Theurges, Wizards, Sorcerers, Arcane Spellcasters in General
Favoured Weapon Quarterstaff
Boccob, the god of magic, knowledge, wizards, and as it appears, The Rock's eyebrow lift.

The Uncaring, Lord of All Magic, Archmage of the Deities, Boccob (BOK-kob) is known throughout the Flanaess, oversees the maintenance of magic’s 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 sees that Oerth's 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 their 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.

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