Istus (Major Deity)

AL: Neutral
WAL: Any (neutral preferred)
SoC: Fate, Destiny
SY: Golden spindle with three strands
CR: Gray, black
PN: Unrevealed

Istus, the Colorless and All-colored, Lady of Our Fate, is
also the deity of the future, destiny, and predestination.
She has few true followers, but many people throughout
the Flanaess call upon her in times of want or need. Some
prognosticators and seers venerate Istus. Her cult is
strongest in Divers, the City of Greyhawk, Rauxes, Re1
Mord, and Stoink, places where people tend to count on
good fortune to sustain them. Services to Istus include
gauze hangings, clouds of incense, woodwind music, chanting,
and group meditation.
 

Istus' Avatar

HD: 16
THACO: 10
SpA: Cl/MU 16/16
MV: 12"
AC: -2
hp: 75
#AT: 1
Dmg: typically 1d6
MR: 50%
SZ: M
 
 
S: 14 I: 19 W: 19 
D: 18  C: 16  CH: 19 
Com: - -

Istus appears in many guises. Sometimes she is an old
crone, at other times a noble dame, shepherd girl, or gentlewoman.
She always appears to be unarmed, but can use
any object as an effective weapon for ld6 points of damage.
No one knows where Istus makes her abode. Most probably
it is located in some pocket universe or Deep Ethereal
demi-plane which only she and her strands of fate can
enter.

Istus can never be surprised. When attacking with an
item, she always hits her target, as she can influence fate.
Damage is variable-her control is not that fine. She can
move into the future and back instantly, once per day.
These jaunts into the future restore 3d10 x 10 lost hit
points.

Istus is immune to the effects of all time-related spells
(such as augury, divination, time stop, and tempus fugit),
however applied. A noble time elemental with maximum
hit points always attends Istus, but it accompanies her avatar
only 20% of the time. Her most common avatar is hit
only by weapons of + 3 or better enchantment.

Istus always carries the Spindle of Fate, a golden rod
wound with silver-gray threads. This device responds only
to Istus. She can move freely among all times and places
while she has the Spindle. If it is lost, she returns immediately
to her abode, where she makes a new spindle-the
lost artifact crumbles to dust. Remaking the Spindle takes
3d10 x 10 days; Istus cannot control fate during this time.
Istus also uses the Spindle to cast various strands and
webs:

Strand of Binding--The creature struck must save vs.
spells or be held immobile, as though bound by heavy iron
chains, for 100 rounds minus its hit dice, strength notwithstanding.
This strand can be cast three times per day.

Strand of Cancellation--Any non-living object struck is
treated as if it never existed! Only non-living things are
affected. Magical items are entitled to save at 5% per
“plus” or equivalent. Artifacts save at 50% and relics at
75% plus 5% per plus (e.g., an artifact sword +4 would save
at 70%). This strand can be cast twice per day.

Strand of Death--Any creature (even a deity) struck is
turned to dust; if magic resistance or save vs. spells fails,
the creature is forever gone. This strand can be cast once
per day.

Strand of Hostility--The creature struck becomes hostile to
anyone or anything which opposes Istus (save vs. spell
negates). The creature will do whatever is necessary to
defend Istus, including turning on former associates or
friends (fate decrees that it should be so). The effect is permanent,
and only Istus can remove it. This strand can be
cast twice per day.

Strand of Passage--This instantly connects the plane Istus
is on with any other plane Istus wishes. Any creature
touching it is immediately transported to the other plane.
The strand remains for three rounds, but allows travel in
only one direction. This strand can be cast twice per day.

Strand of Sending--The creature struck is sent to the place
and future time (up to 200 days) where the DM feels its
freedom or existence is most in jeopardy (save vs. spells
negates, willing creatures need not save). Istus can also use
the strand to send a creature to the time and location in the
near future of greatest opportunity. This strand can be cast
at will.

Web of Enmeshment--All creatures caught within this 30-
cubic foot web become lost in a misty labyrinth of unlimited
size. Vision within the labyrinth is limited to ten feet.
Also, the prisoners are filled with a nameless dread, and
are 50% likely to attack any creature they meet, friend or
foe. The web lasts one turn, but creatures lost in the labyrinth
may escape before them. Prisoners who are not in
combat may attempt a save vs. spell on the second round of
confinement, and each round thereafter until they escape.
Creatures with magic resistance may roll when struck: If
the roll is successful the creature is not confined; if the roll
fails, the creature is trapped until it saves. Creatures
killed or struck unconscious within the labyrinth remain
there until removed by another creature. This web can be
cast once per day.

Web of Entropy--This invisible, 30-cubic-foot web affects all
magical energy within it. The web lasts one turn. Magical
items must save as though struck by a strand of cancellation
each round they remain in the web. Spells cast from,
into, or through the web are negated. This web can be cast
once a day.

Web of Stars--This web transports Mus and every creature
within a 15-foot radius to an unbounded time/space in an
unknown location which might be her abode. The web is an
ultra-dimensional pathway to anywhere or anywhen, if the
way is known. Istus, naturally, knows the way. Other creatures
caught within the web see an infinite, starry space
filled with silken strands. Distances are distorted, and a
single step can move a creature a vast distance. Creatures
more than two “steps” away appear as glowing stars of red,
orange, yellow, green, blue, violet, or white. The web lasts
one hour or 600 “steps” of time.

Creatures of supra-genius intelligence can find their way
back to their point of origin. Those with greater than
supra-genius intelligence can determine the locations of
other points along the web (10% chance per point of Intelligence
over 20) and can use the web to travel to other planes
and times. Creatures with genius intelligence can also discover
the nature of the time/space (1% chance per point of
Intelligence) and locate points along it, but each portal
must be studied for one turn (100 “steps”) before it can be
used. Creatures may try to comprehend the timekpace
only once per visit. Points along the web are spaced 3d8
steps apart. Creatures within the web when it fades are
instantly teleported to a random location on their home
planes. This web can be cast once per day.

Strands have a range of 60 feet, webs 30 feet (except the
web of stars which is always centered on Istus). Istus casts
her strands and webs at 24th level. She has often granted
strand casting to her high clerics, but these clerics are never
granted more than two strands a day.

Istus' Clerics

AL: Neutral
RA: see below
AEx: 5%
WPN: club, flail*, hammer, mace, staff, lasso
SPH: Astral, Charm (minor), Divination, Healing, Necromantic, Protection (minor)
SPL: none
ADD: enmeshment, [bless], [predict weather], [chant], [prayer], [quest], [stone tell], [reincarnate]

Most clerics of Istus are female (80%). Generally, only
unfeeling or cynical persons serve her (fate often being too
cruel or unreliable to inspire strong devotion) although
some worship Istus because fate has been uncommonly
generous to them. Clerics of Istus wear gray or black robes.
Formal vestments for high-level clerics have web patterns.
All clerics are expected to wear the golden spindle openly,
and to let their hair grow at least six inches long. Since
clerics of Istus tend to be resigned to (or confident about)
their fates, they tend to make unimportant decisions
randomly-by coin toss or die roll. Even when faced with
an important decision, a cleric will often consider two or
more courses of action of apparently equal merit and
choose one randomly.

Clerics of Istus who are or 3rd level or higher can cast one
augury spell per day. This does not count against the cleric’s
normal spell total. Clerics of 7th level or higher can
cast a strand of binding, once per day. The strand has a
range of ten feet, and the binding lasts one round per level
of the cleric. Victims who fail their saves can make one
attempt to bend bars/lift gates and break the strand.
 
 

Enmeshment
(Conjuration/Summoning)


L^: c6 (Istus)
-
R#: 10 yds
-
D^: S
C^: s
-
CT: 6s
-
S^: Negates
A^: 30 foot cube
-
-
-
!##

This spell creates a mass of weak, sticky threads which
lasts one turn.

The threads block vision but do not impede
movement. They are non-flammable and can only be
removed by a successful dispel magic spell. Creatures
touching the threads must save vs. spell at -3 or be
instantly teleported to a misty labyrinth of unlimited size.
Prisoners within the labyrinth are filled with a nameless
dread, and vision is limited to 10 feet. Prisoners are 50%
likely to attack any creature they meet, friend or foe. Prisoners
not engaged in combat may attempt a save vs. spell
on the second round of confinement, and each round thereafter
until they escape or the spell duration ends.

Creatures with magic resistance may roll when touching
the threads; if the roll is successful the creature is not confined;
if the roll fails the creature is trapped until it saves
or the spell duration ends. Prisoners in the labyrinth when
the spell duration ends are returned to their point of origin.
 


Istus (Lady of Our Fate)

Major Goddess, N -- Fate, Destiny, Predestination, Future

ARMOR CLASS: -8
MOVE: 12"
HIT POINTS: 377
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 100%
SIZE: M
ALIGNMENT: Neutral
WORSHIPERS' ALIGNMENT: Any (neutral preferred) (B)
SYMBOL: Golden spindle with three strands
PLANE: Uncertain
CLERIC/DRUID: 14th level/14th level
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 24th level/14th level
THIEF/ASSASSIN: Nil/nil
MONK/BARD: Nil/nil
PSIONIC ABILITY: I
    Attack/Defense Modes: All/all
 
S: 15  I: 23  W: 25 
D: 21  C: 17  CH: 19 
Com: - -

When Istus attacks with any item, she
always hits her TARGET, as she controls fate.
The damage inflicted, however, is
variable, due to the immediacy of such an
encounter.

Istus can create and CAST her webs, at will,
one per melee round. The exact effects
and limitations of these strands & webs
are:

Strand of Binding: Any creature failing to
save vs. Spell will be confined as if
wrapped in iron chains. This effect lasts
for 100 rounds, minus the level or HD
of the creature affected, strength
notwithstanding. This power is usable
three times per day.

Strand of Cancellation: This strand
causes the object struck to become as if it
never existed. Only non-living things are
affected. Magical items are entitled to a
save at 5% per magical "plus" or equivalent.
Artifacts and relics save at 50% and
75%, respectively, exclusive of the percentage
chance indicated above (and artifact
sword +4 would have at least a 70% <>
chance to save). This web is usable twice
per day.

Strand of Death: The creature (or even
deity) struck by this strand is dust and
forever gone unless a successful saving
throw vs. Spell is made. Magic resistance
is also applicable, of course. This power is
usable once per day.

Strand of Hostility: This strand affects
any creature failing its saving throw vs.
Spell. This power is usable twice per day.

Strand of Passage: This glowing strand
lasts for +3 rounds time, and is usable
twice per day.

Strand of Sending: Any creature touched
must save vs. Spell or be sent to the time
and place in the near future which poses
the greatest threat to its freedom or
existence. Willing creatures need not
save. This power is usable three times per
day.

Web of Enmeshment: Besides confining
all creatures caught inside its 30-foot-square
net to a maze, this 30-foot-square
net fills victims with apprehension, making
them 50% likely to attack another
creature, friend || foe, upon sight. Victims
must make a save vs. Spell
to be free of the web on the following
round. This applies to MR as
well, but the latter is checked only
initially. Thus, all creatures will be
affected for one full round, at least. This
power can be employed once per day.

Web of Entropy: This invisible web is 30'
square and affects all magical energy
which is within it or enters it. Each
round all magic items so exposed must
save as if struck by a strand of
cancellation or become magicless. Spells
attempted from outside or inside the web
have all power drained in the AREA of the
web. This web can be CAST once per day.

Web of Stars: This web immediately
transports Istus and all within a 15-foot
radius of her to a time-space of unknown
type and boundless proportions.
Creatures of supra-genius intelligence can
return to their point of origination. Those
with greater than supra-genius
intelligence can determine the actual
location of other points along the web,
having a 10% chance per point of
intelligence above 20. The web lasts for
one hour of actual time or 600 "steps" of
traveling time. There is a 1% chance per
point of intelligence that any creature
with genius intelligence will be able to
discover the nature of the time/plane, but
it will require one turn (100 steps of
movement time) to study the portal. Only
one attempt per individual is possible for
any portal. Istus can CAST this web
once per day.

Istus can CAST her strands out to 60 feet,
and webs to 30 feet. The Web of Stars,
however, is limited to a 15-foot radius.
These strands and webs, as well as all
spell-like powers of Istus, are CAST at 24th
level.

If Istus loses her spindle, she must return
immediately to her own plane. The lost
spindle crumbles into powder, and Istus
cannot control fate, et al., for 30-300 days,
while she remakes her magical spindle.

Istus can be hit only by +4 or better
weapons. She can never be surprised.
Istus can MOVE into the future and back,
instantly, once per day. Such movement
will restore 30-300 HP. All time-related
spells (Such as [augury], [divination],
and [time stop]) are totally useless when
applied to Istus in any manner. She has
all of the attributes and powers typical of
a deity of great stature. Istus' strange
servitor is, in fact, a time elemental.

Eighty percent of the clerics of Istus are
female. Those of 3rd or higher level have
the ability to CAST one [augury] spell per
day. This spell is known in +addition+ to all
other spells, and does not count against
the cleric's normal total of spells. Clerics
of 7th or higher level gain the ability to
CAST a strand of binding, once per day, in
a 10 foot range, with a binding duration
of one round per level of the cleric. The
binding can be broken only as a function
of strength, with a chance =equal= to the
character's Bend Bars percentage.

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

Istus, the Colorless and All-Colored, Lady of Our
Fate, is honored and feared as the controller of fore-ordination.
While she has relatively few faithful devotees,
many persons will call upon Istus in time of
want or need. She may or may not heed. None
knows. Because fate is so often cruel or unkind, only
very cynical or unfeeling persons tend toward service of
Istus.

No one knows where (or when) Istus makes her
abode. Some savants postulate that there is a nexial
pocket universe which only she, and her webs of fate,
can enter or exit. Istus does certainly make appearances
on other planes, including the Prime Material.
Sometimes she is an old crone, at other times she
appears as a noble dame, then again as a lovely lady or
even as a shepherd girl. In whatever form, Istus never
bears an obvious weapon, for she is able to employ
any object offensively. Istus also can create and CAST
strands and webs of many different kinds. Each
strand or web has its own powers and effects. These
strands and webs are:

Strand of Binding, which confines a creature as if
wrapped in iron chains.

Strand of Cancellation, which causes the object struck
to cease existing, and become as if it never had
existed. Only non-living things can be affected.

Strand of Death, which reduces whatever it strikes to
dust, forever.

Strand of Hostility, which causes any affected creature
to become hostile to anyone and anything which
opposes Istus, because destiny would have it so. Any
and all possible actions in defense of Istus will be used
by the creature affected, against even former friends
or associates, without direction from Istus.

Strand of Passage, which instantly connects the plane
it is on with any other Istus desires. Any creatures
touching it are transported instantly to the connecting
plane.

Strand of Sending, which sends the affected creature
to whatever time and place in the near future which
poses the greatest threat to its freedom or existence.
Willing creatures can be sent to a place of future
opportunity.

Web of Enmeshment, which causes all creatures
caught within it to become lost in a maze-like space,
vision clouded by mist, filled with apprehension and
likely to attack on sight any other creature encountered.
The web seems to have no internal boundaries,
although those inside it can see no more than 10 feet
in any direction.

Web of Entropy, which drains magical powers from
enchanted items and cancels the effects of spells CAST
from within (or into) the web.

Web of Stars, which transports Istus and all that is
near her to an unbounded time-space of unknown
type. All see an infinity of starry space draped with
endless nets of silken strands. Distances are distorted,
and each step moves the individual vast distances --
or so it seems. Any creature more than two
"steps" away appears as a glowing star of red, orange,
yellow, green, blue, violet, or white. This web is an
ultra-dimensional pathway to virtually anywhere or
any when, provided the way is known. Istus, naturally,
knows the way. Extremely intelligent creatures
have been known to return to their point of origination.
A few intellects, whose genius was surely
beyond measuring, are reputed to have actually
determined the location of other points along the web
and traveled to other times and planes. The web lasts
for one hour of "real" time. When it fades, all creatures
return instantly to an apparently random location
on their respective home planes, unless they have
found and entered some other plane. The "stars" are
entryways into times and planes, but unless the
nature of the time/plane is known, these portals are
impassable.

Istus employs a spindle-like instrument to CAST these
strands and webs. This device responds to Istus, and
Istus alone. All time and places and planes are
known to Istus, and she may MOVE freely from one to
another so long as she has her spindle. If it is lost, she
returns immediately to her own plane. The lost spindle
will then crumble into powder, and Istus will be
compelled to remake her magical spindle, which may
require up to a year, during which time she cannot
control fate.

Istus can never be surprised. She can MOVE into the
future and back, instantly, once per day. Such movement
is known to have a curative effect on her. All
time-related spells are totally useless when applied to
Istus in any manner. Istus is said to be served by a
strange companion, a creature of time similar to an
elemental prince.

Clerics of Istus wear gray robes, or black on occasion.
Leading clerics have web-patterned formal vestments.
Most are female. In addition to the holy symbol of
Istus, the cleric must allow her/his hair to grow at
least 6 inches long.

Centers of worship of Istus are in Dyvers, Greyhawk,
Rauxes, Rel Mord, and Stoink. Services include
gauze hangings, clouds of incense, woodwind music,
chanting, and meditation.
 
Deities of the World of Greyhawk - - - DDG

 
 
 
 
 
 
 
 

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