Isis

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Ancient Egyptian goddess Isis, wife of Osiris. Isis is usually represented as a woman with the throne-hieroglyph on her head, symbolizing her as the wife of Osiris, the king of the afterlife. Isis can also be represented as a bird (called a kite) wearing the same headdress. In another form, Isis bears the headdress used by Hathor consisting of a sun-disk and cow horns.[1]
01:39, 20 December 2007 (UTC) Jeff Dahl Ancient Egyptian goddess Isis, wife of Osiris. Isis is usually represented as a woman with the throne-hieroglyph on her head, symbolizing her as the wife of Osiris, the king of the afterlife. Isis can also be represented as a bird (called a kite) wearing the same headdress. In another form, Isis bears the headdress used by Hathor consisting of a sun-disk and cow horns.[1]
01:39, 20 December 2007 (UTC) Jeff Dahl

Intermediate God

One of the most prominent members of the Great Ennead, Isis is the goddess of motherhood and the ideal for all Egyptian women. She is daughter of Geb and Nut, the wife of Osiris, and the mother of Horus .

Isis introduced the custom of marriage to the Egyptian people and has served as the ruler of Heliopolis in the past. She was responsible for the transformation of her husband into a god of the dead. Also known as the Great Mother of all Nature, the Great Mother of Egypt, Queen of the Earth, The Moon, The Moon Goddess, Goddess of Life and Healing, Mistress of the Underworld, Fruitful Mother, Mistress of the Elements

Isis' true form is that of a tall and beautiful woman she has green eyes that dance with mystical highlights, and a soothing voice.

Role-playing Notes

The Lore of the Gods

Book 3 - The Egyptian Gods

Lead Designers
Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director
Todd Morasch Artwork Aaron D. Siddal

Isis
Mother Goddess; Goddess of the Dead and Funeral Rites; Goddess of the Day
Alignment:
Lawful Good
Domain: Good, Law, Magic, Beauty
Symbol: Image of the amulet known as the Isis Talisman of Protection, or “the Blood of Isis”
Sacred Animal: Vulture, Kite (bird)
Traditional Allies: Horus, Nephthys, Osiris, Ra
Traditional Foes: Set
Divine Artifact: Tyet Amulet
Favored Weapon: quarterstaff
Favored Class: paladin, sorcerer, wizard
Favored Race: Elf, Human
Benefits: Favored classes of Isis gain the power of flight (as the spell fly) - 3/day

Daughter of Geb and Nut, Isis’ most important functions are those of motherhood, marital devotion, healing the sick, and the working of magical spells and charms. Isis is considered the “mother of all creation.” Many believe her to be the most powerful magician in the universe, owing to the fact that she learned the secret name of Ra from the god himself. She is the sister and wife of Osiris, sister of Set, and twin sister of Nephthys and is one of the nine great deities known as the Ennead. She is also the mother of Horus the Child (Harpocrates) and the protective goddess of Horus’ son Imsety, who is protector of the liver of the deceased.

Isis’ responsibilities have included protecting Horus from Set during his infancy; helping Osiris to return to life, and assisting her husband to rule in the Land of the Dead. Isis retrieved and reassembled the body of Osiris after his murder and dismemberment by Set; in doing so, she took on the role of a goddess of the dead and of funeral rites. Isis impregnated herself from Osiris’ corpse and subsequently gave birth to Horus. She gave birth in secrecy at Khemmis in the Nile delta and hid the child from Set in the papyrus swamps. Horus later defeated Set and became the first ruler of a united Egypt. Isis, as mother of Horus, is by extension regarded as the mother and protector of the pharaohs.

She appears in human form crowned either by a throne or by cow horns enclosing a sun disk. A vulture is also sometimes incorporated in her
crown. She is sometimes depicted as a kite above the mummified body of Osiris. As the personification of the throne, she represents an important source of the pharaoh’s power.

Isis is a regal and noble deity who is eager to share the knowledge of the gods with humanity and often goes to great lengths to introduce her worshippers to new concepts and ideas. In many cases, these new ideas take the form of magic spells and enchantments.

Tyet Amulet

isis

 
Edwin Long (1829–1891) Link back to Creator infobox template wikidata:Q3042629
Description Alethe Attendant of the Sacred Ibis in the Temple of Isis at Memphis
Date 1888

Sometimes referred to as “the Blood of Isis”, this amulet is wrought in solid gold and fine tear drops of rubies.

The Tyet Amulet has the following properties:

•The wearer gains Spell Resistance 25.

•All spells cast by the wearer are at +4 caster level.

•The wearer gains the Combat Casting, Still Spell, Silent Spell and Weapon Focus (ray) feats. If the wearer already has one or more of these feats, no extra bonuses are gained.

•The wearer may apply the Silent Spell and Still Spell feats to her spells at no cost.

•The wearer can cast the following spells at will; Detect Magic, read magic, shield, mage armor, magical aura, Undetectable Aura, and erase

identify 5/day.

magic missile 5/day.

Web 5/day

Mage’s lucubration 3/day.

Clenched fist 2/day.

Prismatic sphere 2/day.

mage's disjunction 2/day.

All spells are equal in effect to those cast by a 20 th level sorcerer.

Aligment Lawful Good

Symbol Eye and Teardrop

Originally Posted by

Tebryn14 of the Wizards Community forums.

On this Thread

Isis

Wizard 20/ Cleric 12/ druid 11

Medium Size outsider (Good)

Divine Rank

15

Hit Dice

20d8+160 (outsider) plus 20d4+160 (wizard) plus 12d8+96 (cleric) plus 11d8+88 (druid) (928 hp)

Initiative

+13

Speed

60 ft.

AC

72 (+9 Dexterity, +15 divine, +28 natural, +10 deflection)

Attacks

+5 keen holy ghost touch spell storing ankh and star +69/+64/+59/+54 melee; or by spell +63 melee touch, or +64 ranged touch.

Damage

+5 keen holy ghost touch spell storing ankh and star 1d4+13; or by spell.

Face/ Reach

5 ft. by 5-ft./5 ft.

Special Attacks

Domain powers, salient divine abilities, spell-like abilities, turn undead 17/day.

Special Qualities

Animal companion, divine aura (1500 ft., DC 35), divine immunities, DR 25/epic, fire resistance 20, godly realms (10 miles), nature sense, plane shift at will, remote communication 15 miles, resist nature’s lure, spontaneous casting of divine spells, SR 67, greater teleport at will, trackless step, understand, speak, and read all languages and speak directly to all being within 15 miles, venom immunity, wild shape (large, tiny 4/day), wild empathy (+21), woodland stride

Saves

Fort +56, Ref +57, Will +60

Abilities

Strength 26, Dexterity 28, Constitution 26, Intelligence 42, Wisdom 34, Charisma 30

Skills*

Appraise +51, Craft (Alchemy) +77, Concentration +86, Diplomacy +76, Gather Information +45, Handle Animal +67, Heal +80, Knowledge (Arcana) +88, Knowledge (dungeoneering) +51, Knowledge (Geography) +56, Knowledge (History) +82, Knowledge ( Local) +82, Knowledge (Nature) +88, Knowledge (Nobility and Royalty) +76, Knowledge (the planes) +82, Knowledge (Religion) +90, Listen +68, Profession (Matchmaker) +90, Profession (Midwife) +90, Search +57, Sense Motive +68, Spellcraft +96, Spot +74, Survival +81, Swim +64. *Always receives a 20 on checks

Feats

Brew Potion, Craft Magic Arms and Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Enlarge Spell, Extend spell, Extra Turning, Forge Ring, Heighten Spell, Improved Disarm, Improved Initiative, Maximize Spell, Persistent spell, Quick Draw, Reach Spell, Repeat Spell, Sacred Spell, Silent Spell, Spell Mastery, Still Spell, Weapon Focus (ankh and star), Widen Spell.

Divine Immunities

Ability damage, ability drain. Acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment

Salient Divine Abilities

Alter Reality (DC 45 for duplicated spells), Arcane Mastery Area Divine Shield, Automatic Metamagic (quickened wizard spells), Avatar (up to 10), Divine Blast (13/days, 15 miles, 25d12 points), Divine Shield (11/day stops 150 points of damage), Divine Spellcasting, Extra Domain (Water), Extra Domain (Storm), Gift of Life, Increased SR, Instant Counterspell, Mass Divine Blast, Power of Nature (15 miles), See Magic, Spontaneous Wizard Spell.

Domain Powers

Protect up to ten people with a +4 Dodge bonus to AC for 15 rounds, 15/day. Cast good spells at +1 caster level. Use spell completion or spell trigger devices as a Wiz26. Turn or destroy fire creatures and rebuke and command water elementals 13/day.

Spell-like Abilities

Isis uses these abilities as a 25th level caster, except for good spells, which she uses as a 26th level caster. The save DCs are 35+spell level. Bless, Shield Other, Helping Hand, Imbue with Spell Ability, Telepathic Bond, Hero’s Feast, Refuge, Protection from Spells, Prismatic Sphere, Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IX*, Magic Aura, Identify, Dispel Magic, Imbue with Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Mage’s Disjunction, Entropic Shield, Gust of Wind, Call Lightning, Sleet Storm, Ice Storm, Summon Monster VI**, Control Weather, Whirlwind, Storm of Vengeance, Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm ***
*cast a good spell only
**cast as an air spell only
***cast as a water spell only
Cleric Spells/day 6/8/7/7/6/5/4; base DC=22+spell level.
druid Spells/day 6/8/7/7/6/4/3; base DC=22+spell level.
Wizard Spells/day (Levels 0-16) 4/8/8/8/8/7/7/7/7/6/3/3/3/2/2/2/2; base DC=26+spell level.

Possessions: Isis carries a ankh and star that functions as a +5 punching dagger with the keen, holy, ghost touch, and spell storing special qualities.

Caster Level: 25th

Other Divine Powers

As an intermediate deity, Isis automatically receives a die roll of twenty on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Isis can see, hear, touch, and smell at a distance of fifteen miles. As a standard action she can perceive anything within fifteen miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank and lower at up to two remote locations at once for up to twelve hours.

Portfolio Sense: Isis senses any change in the weather the instant it happens and retains the sensation for 15 tendays. She is likewise aware of anytime a river floods or changes it’s course, a crop is planted or harvested, someone fall in love or is married, or uses magic for good purposes.

Automatic Actions: Isis can use Profession (midwife), Profession (matchmaker), Knowledge (nature), Knowledge (Arcana), Knowledge (religion), or Survival as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round.

Create Magic Items: Isis can create any magic item, as long as the item’s markets price does not exceed 200,000 gp.

Roleplaying Elements from

Liber Mysterium

The Netbook of Witches and Warlocks

By Timothy S. Brannan and The Netbook of Witches and Warlocks Team

Full netbook can be found on the followng website

Dom of D20 / D&D 3e Netbooks and Downloads.

Covens of Isis are old and represent ancient powers of the universe. These witches are in tune with the fundamental powers and forces of the universe. Isis’ name is called in rights of fertility. She is also the patron Goddess of Magic. There is much rivalry between Hecate and Isis in this category. All of Isis’ covens are the paramount of good. Isis is also a feminine ideal. With Osiris, Isis and Horus (the divine child) made up a Holy Trinity. She is the Goddess of marriage, motherhood, fertility, magic, healing, reincarnation and divination, to name but a few. Isis is the patroness of priestesses. One myth has Isis poisoning the Sun God Ra, offering to save him only if he would reveal his secret name. At last, at the brink of destruction, Ra gives Isis his heart, with the secret name it held, and his two eyes (the Sun and the Moon). Isis quells the poison and ends up with Ra's supreme power. In time the great Eye was passed along to her son Horus. Proclus mentions a statue of her which bore the inscription 'I am that which is, has been and shall be. My veil no one has lifted'. Hence, to lift the veil of Isis is to pierce the heart of a great mystery.

Alignment: NG or LG

Areas of Influence: Healing, Magic, Women

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