Inanna / Ishtar — Goddess of Love, War & the Morning Star

Inanna or Ishtar, Mesopotamian goddess of love, war and the planet Venus

At a Glance

Pantheon Mesopotamian — Sumerian Inanna / Akkadian Ishtar

Divine Rank Greater Deity

Alignment Chaotic Neutral

Titles Queen of Heaven; Lady of Battle; Morning and Evening Star

Portfolio Love, desire, warfare, sovereignty, Venus, transformation, ambition and dangerous change

Great Cult Centre Uruk — especially the Eanna precinct

Symbolic Animals Lion and associated star imagery

Important Relationships Dumuzid, Ereshkigal, Ninshubur

Divine Realm The Star-Crowned Court of Celestial Uruk

Cleric Domains War, Trickery, Light and the campaign Star Domain

Hand-painted golden eight-pointed star of Inanna / Ishtar, goddess of love, war and Venus, against a dark blue background
The eight-pointed star of Inanna / Ishtar.

Inanna—Ishtar in Akkadian—is one of the greatest and most complex deities of Mesopotamia. She rules sexual love and warfare, royal power and dangerous transformation, and appears in the heavens as Venus: the morning and evening star. Contradiction is not a flaw in her identity. It is the source of her power.

What Is Inanna / Ishtar Doing Right Now?

Inanna is moving through courts, battle lines, marriage negotiations, theatres and cities in revolt. She is interested wherever desire becomes political: a ruler marrying for alliance while loving someone else, soldiers who turn victory into mutiny, performers who become symbols of resistance or nobles whose private passions threaten public order.

Venus omens have also become unusually clear. Priests watching the morning and evening star report that Inanna’s signs are arriving in pairs—one promising favour, the other warning of upheaval. Her worshippers argue over which aspect should be read first.

Appearance & Manner

Inanna appears as a radiant horn-crowned sovereign armed for war, robed for court or both at once. Lions, stars and weapons accompany her imagery. She can be intimate, terrifying, playful and imperial in the same conversation. She dislikes anyone who mistakes consistency for virtue.

Love, War & the Morning Star

Inanna/Ishtar’s surviving identity is famously paradoxical. She is a goddess of sexual love and also one of war; associated with attraction and fertility yet equally with battle fury, political power and the dangerous disruption of ordinary boundaries. In her astral form she is Venus, visible as both morning and evening star.

Her myths repeatedly show ambition. Inanna seeks powers, descends into the underworld, contests authority and returns transformed. She is not a passive embodiment of love or beauty. She wants, chooses, fights, loses, negotiates and returns.

Divine Relationships

Dumuzid. Lover and husband in important traditions, bound to seasonal loss, kingship and the descent cycle.

Ereshkigal. Sister and underworld sovereign. Their relationship is central to the Descent of Inanna/Ishtar, where crossing into Ereshkigal’s realm strips Inanna of status and protection gate by gate.

Ninshubur. Loyal minister and intercessor in Inanna’s tradition. Later syncretism links Ninshubur with Papsukkal, but the older service to Inanna remains important.

Nanna/Sin and Ningal. In one major genealogical tradition they are her parents; other traditions assign different ancestry, including links to Anu.

Worship, Uruk & Sovereignty

Inanna’s worshippers include rulers, soldiers, lovers, performers, courtiers, sex workers, diviners and people seeking radical change in personal or political life. Her temples are not places where all contradictions are resolved. They are places where contradiction is given ritual form.

Uruk is her defining city. The Eanna precinct ties her to sovereignty and civic identity as well as desire and war. A ruler claiming Inanna’s favour is making a political statement, not merely displaying private devotion.

Omens, Favour & Displeasure

Favour appears as Venus visible through storm cloud, a lion refusing to attack, a weapon breaking before it kills the wrong person or a rejected lover discovering the courage to choose a different life. Inanna dislikes cowardice disguised as propriety, coercion mistaken for desire and rulers who demand loyalty while refusing passion, risk or change themselves.

Encounters & Adventure Use

The Seven Lost Regalia

At the ruined Eanna precinct of Uruk, Ninshubur’s servants have found one of the seven emblems Inanna surrendered at the gates of the underworld. A caravan master has sold it to a warlord who now commands absolute obedience from his soldiers, but loses a cherished memory each dawn. Ereshkigal’s galla come to reclaim it on the next rising of Venus. The party can steal the emblem, bargain for its return or defend its mortal bearer; each choice determines who controls a newly opened passage into Irkalla.

The Morning-Star Queen

In Arbela, the commander Bēl-iddin has received two unmistakable signs from Ishtar: victory at sunrise and the destruction of his house by nightfall. He plans to attack anyway, while his daughter Taram offers the adventurers a dangerous alternative—rescue the prisoners whose execution would make the victory possible. Enemy scouts, a divided garrison and the commander’s own loyal veterans stand in their way. Save the captives and the city survives at the cost of Bēl-iddin’s crown; obey the first omen and his triumph becomes a blood feud.

Ninshubur’s Petition

Ninshubur asks mortals to descend through the Seven Gates and recover a singer trapped in Ereshkigal’s court after carrying Inanna’s message. At each gate the wardens demand a possession, a title or a secret; violence may open a gate but also awaken its guardians. The singer knows the path home, yet Ereshkigal will release her only if the party leaves behind something of equal worth. Players may negotiate, attempt a rescue or bring Inanna’s authority into direct conflict with her sister—and must live with the bargain they make.

Divine Realm — The Star-Crowned Court

Inanna’s realm rises around a celestial Uruk of monumental gates, processional courts, armouries, music halls and terraces open to Venus. No guest is allowed to remain only one thing: warrior, lover, ruler, victim or victor. The court constantly tests what happens when identity changes under pressure.

Relics & Sacred Objects

The Star of Eight Points. A divine emblem that reveals whether a desire is genuinely the bearer’s own or magically imposed.

The Lion-Bladed Spear. Its wounds cannot be hidden by glamour, propaganda or false testimony.

The Seven Regalia. A set of divine objects representing layered authority. Each grants power, but each also creates a vulnerability when surrendered or stripped away.

Rules by Edition

Inanna / Ishtar is a greater deity. These are original, unplaytested epic campaign manifestations, not official Challenge Rating or XP extensions. Each edition has its own statistics and spell rules. The Eight-Point Star is an artifact for followers, while the Lion-Bladed Spear remains her divine weapon; her clerics’ granted spells are separate from her personal magic.

Inanna / Ishtar — D&D 5.5e / 2024

Inanna, the Twofold Star

Large Celestial (Greater Deity), Chaotic Neutral; CR 37 (unofficial epic encounter estimate, no official XP), campaign Proficiency Bonus +11.

AC 29 (star-forged armour); HP 805 (46d10 + 552); Speed 50 ft., Fly 100 ft. (hover); Initiative +12.

STR DEX CON INT WIS CHA
30 (+10) 34 (+12) 34 (+12) 30 (+10) 32 (+11) 40 (+15)

Saving Throws Dex +23, Con +23, Wis +22, Cha +26. Skills Insight +22, Intimidation +26, Perception +22, Persuasion +26, Religion +21. Resistances Fire, Lightning, Psychic. Immunities Poison, Radiant. Condition Immunities Charmed, Exhaustion, Frightened, Poisoned. Senses Truesight 240 ft.; Passive Perception 32. Languages Sumerian, Akkadian and the sacred speech of her court; telepathy 1 mile.

Legendary Resistance (5/Day). A failed saving throw becomes a success. Magic Resistance. Advantage on saves against spells and magical effects. Immortal. She does not need food, water, air or sleep.

Morning and Evening Star. At the start of her turn she selects one aspect until the start of her next turn. Morning Star: allies of her choice within 60 feet gain +10 ft. Speed and +9 (2d8) Radiant damage on the first weapon hit they score during their turns. Evening Star: foes within 60 feet have Disadvantage on saving throws against her Charmed and Frightened effects. Neither aspect bypasses immunity.

Personal Spellcasting

Charisma; spell save DC 34, spell attack +26. Cast a listed spell without material components using its 2024 casting time, duration, range and Concentration requirements; only one Concentration spell at a time. Daily uses reset at dawn. These are the goddess’s spells, not her clerics’ domain spells.

Level Personal spells Uses
0 Light, Thaumaturgy, Minor Illusion At will
1 Command, Charm Person 3/day each
2 Suggestion, Hold Person 3/day each
3 Dispel Magic, Fear 3/day each
4 Freedom of Movement, Compulsion 2/day each
5 Geas, Dominate Person 2/day each
6 Mass Suggestion, Heal 2/day each
7 Plane Shift, Divine Word 1/day each
8 Sunburst, Mind Blank 1/day each
9 Foresight, Gate 1/day each

Actions

Multiattack. Inanna makes three Lion-Bladed Spear attacks. Lion-Bladed Spear. Melee Attack Roll +21; reach 15 ft., one creature. Hit 32 (4d10 + 10) Piercing plus 18 (4d8) Radiant or Psychic (Inanna’s choice).

Star of Battle (Recharge 5–6). A 60-ft. Cone; each enemy within it makes a DC 34 Dexterity save, taking 99 (18d10) Radiant damage and being pushed 20 ft. on failure, or half damage without push on success.

Command the Heart (Recharge 5–6). Three creatures within 120 ft. that can see or hear her make DC 34 Wisdom saves. On failure each is Charmed or Frightened by Inanna (her choice) until the end of its next turn.

Seven Gates (1/Day). One visible creature within 120 ft. makes a DC 34 Charisma save. On failure, Inanna ends one spell of her choice currently affecting that creature and prevents it from gaining Temporary Hit Points until the end of its next turn. This cannot remove a creature’s innate resistances, immunities or species traits.

Bonus Action and Reaction

Star Passage (Bonus Action). Teleport up to 60 ft. to a space she sees. Sovereign Desire (Reaction). When a creature within 60 ft. voluntarily moves, it makes a DC 34 Wisdom save. On failure, Inanna chooses either to halt its movement immediately or give it 20 ft. extra movement to use that turn. It remains free to choose its direction.

Legendary Actions

She has 5 Legendary Action points, regaining them at the start of each turn. She uses one option at the end of another creature’s turn, not while Incapacitated: Star Step (1) teleport 30 ft.; Spear (1) one Spear attack; Lion’s Rush (2) move up to Speed without Opportunity Attacks, then one creature within 10 ft. makes DC 34 Strength save or falls Prone; End Enchantment (2) end Charmed or Frightened on an ally within 60 ft.; Queen of Battle (3) an ally within 60 ft. uses its Reaction to make one weapon attack.

Clerics and Granted Domains

War, Trickery and Light are suitable 2024 cleric subclasses for her followers. The campaign Star Domain is a playable variant of the 2024 Light Domain: retain its subclass features at their normal levels (Warding Flare and Radiance of Dawn at 3rd, Improved Warding Flare at 6th, and Corona of Light at 17th), but replace its domain spell list with the following always-prepared spells. Cleric level 3: Charm Person, Heroism, Suggestion, Spiritual Weapon. Cleric level 5: Beacon of Hope, Fear. Cleric level 7: Freedom of Movement, Compulsion. Cleric level 9: Dominate Person, Flame Strike. These spells do not count against the number of spells the cleric prepares; casting them uses the cleric’s own spell slots, spell save DC and Concentration rules.

Relic — Eight-Point Star

Eight-Point Star — 2024

Wondrous Item (Artifact), requires Attunement. You have Advantage on Wisdom saves to avoid the Charmed condition. The star has 3 charges, regaining 1d3 at dawn. As a Magic action expend 1 charge to end Charmed on yourself or one willing creature you touch, or expend 2 to cast Dispel Magic at level 3 (Charisma spellcasting modifier +9), targeting a charm effect only. The star cannot compel affection or reveal private thoughts.

Inanna / Ishtar — D&D 5e / 2014

Ishtar, Queen of Heaven

Large celestial (greater deity), chaotic neutral; Challenge 34 (unofficial epic encounter estimate, no official XP); campaign proficiency bonus +10.

Armor Class 28; Hit Points 693 (42d10 + 462); Speed 50 ft., fly 90 ft. (hover).

STR DEX CON INT WIS CHA
28 (+9) 32 (+11) 32 (+11) 28 (+9) 30 (+10) 38 (+14)

Saving Throws Dex +21, Con +21, Wis +20, Cha +24. Skills Insight +20, Intimidation +24, Perception +20, Persuasion +24, Religion +19. Damage Resistances fire, lightning, psychic; bludgeoning, piercing and slashing from nonmagical attacks. Damage Immunities poison, radiant. Condition Immunities charmed, exhaustion, frightened, poisoned. Senses truesight 240 ft., passive Perception 30. Languages Sumerian, Akkadian, the speech of her divine court; telepathy 1 mile.

Legendary Resistance (5/Day). Change a failed save into a success. Magic Resistance. Advantage on saves against spells and other magical effects. Immortal. She requires no food, water, air or sleep.

Morning and Evening Star. At the start of her turn choose an aspect until her next turn. Morning Star gives allies within 60 ft. +10 ft. speed and +2d8 radiant on their first weapon hit each turn. Evening Star imposes disadvantage on hostile creatures’ saves against her charm or fear abilities. This does not bypass immunity.

Innate Spellcasting

Charisma; spell save DC 32, spell attack +24. Spells are cast without material components using their 2014 casting times, ranges, durations and concentration requirements; one concentration spell at a time. Uses replenish at dawn.

Level Innate spells Uses
0 Light, Thaumaturgy, Minor Illusion At will
1 Command, Charm Person 3/day each
2 Suggestion, Hold Person 3/day each
3 Dispel Magic, Fear 3/day each
4 Freedom of Movement, Compulsion 2/day each
5 Geas, Dominate Person 2/day each
6 Mass Suggestion, Heal 2/day each
7 Plane Shift, Divine Word 1/day each
8 Sunburst, Mind Blank 1/day each
9 Foresight, Gate 1/day each

Actions

Multiattack. Three Spear of the Lion attacks. Spear of the Lion. Melee Weapon Attack +19 to hit, reach 15 ft., one target; Hit 31 (4d10 + 9) piercing plus 18 (4d8) radiant damage.

Battle Star (Recharge 5–6). A 60-ft. cone; foes in it make DC 32 Dexterity saves, taking 88 (16d10) radiant damage and being pushed 15 ft. on a failure, or half damage and no push on a success.

Royal Desire (Recharge 5–6). Up to three creatures within 120 ft. that see or hear her make DC 32 Wisdom saves or are charmed or frightened (her choice) until the end of their next turns.

Seven Gates (1/Day). A creature within 120 ft. makes a DC 32 Charisma save. On failure one spell of Inanna’s choice currently affecting the target ends and the creature cannot gain temporary hit points until the end of its next turn. Innate traits remain.

Bonus Action, Reaction and Legendary Actions

Evening Passage (Bonus Action). Teleport up to 40 feet to an unoccupied space she sees. Refuse the Advance (Reaction). A creature within 60 feet beginning voluntary movement makes a DC 32 Wisdom save or has speed 0 until the end of its turn.

Legendary Actions (4/Round). Regained at the start of her turn; only one option at the end of another creature’s turn: Star Step (1) teleport 30 feet; Spear Strike (1) one spear attack; Dispel Infatuation (2) end charmed on one ally within 60 feet; War Cry (3) one ally within 60 feet makes an attack using its reaction and one enemy within 60 feet cannot take reactions until the end of its next turn. No legendary actions while incapacitated.

Clerics and Granted Domains

War, Trickery and Light are appropriate 2014 cleric domains. The campaign Star Domain is a playable variant of the 2014 Light Domain: retain its Light bonus cantrip and Warding Flare at cleric level 1, Channel Divinity: Radiance of the Dawn at 2, Improved Flare at 6, Potent Spellcasting at 8 and Corona of Light at 17. Replace only the Light Domain’s domain spells with these always-prepared pairs at cleric levels 1: charm person, heroism; 3: suggestion, spiritual weapon; 5: beacon of hope, fear; 7: freedom of movement, compulsion; 9: dominate person, flame strike. Casting uses the cleric’s own spell slots, save DC and concentration rules.

Relic — Eight-Point Star

Eight-Point Star — 2014

Wondrous item, artifact (requires attunement). The wearer has advantage on saves against being charmed. Three charges, regaining 1d3 charges at dawn; as an action expend 1 to end charmed on yourself or a willing creature you touch, or expend 2 to cast dispel magic at 3rd level (Charisma spellcasting modifier +9) against a charm effect only. The star does not compel love.

Inanna / Ishtar — Pathfinder 1e

Ishtar, Star-Crowned Conqueror

CR 37 / MR 10 (unofficial epic mythic encounter estimate); chaotic neutral Large outsider (chaotic, extraplanar, mythic).

Init +16; Senses true seeing, Perception +54; Aura Twofold Star (60 ft.); Languages Sumerian, Akkadian, the divine speech of her court; telepathy 1 mile.

AC 57, touch 41, flat-footed 45 (–1 size, +12 Dex, +16 natural, +15 deflection, +5 sacred); hp 700 (40d10 + 480); fast healing 20; Fort +38, Ref +38, Will +37 (include +4 sacred from Star-Crowned Resolve); DR 20/epic; SR 48; Immune poison, charms and fear; Resist fire 30, electricity 30.

Speed 50 ft., fly 100 ft. (perfect). Melee +4 lion-spear +56/+51/+46/+41 (2d6+22 piercing plus 4d8 force; two-handed weapon: +18 Str, +4 enhancement; attack includes Weapon Focus); Space 10 ft.; Reach 10 ft. (20 ft. with the campaign spear); CMB +53; CMD 75.

STR DEX CON INT WIS CHA
34 (+12) 34 (+12) 34 (+12) 30 (+10) 32 (+11) 40 (+15)

Base Atk +40. Feats (20, including one at 1st HD and one at every odd HD thereafter): Power Attack, Cleave, Great Cleave, Combat Reflexes, Improved Initiative, Weapon Focus (spear), Blind-Fight, Iron Will, Lightning Reflexes, Great Fortitude, Skill Focus (Diplomacy), Persuasive, Dodge, Mobility, Spring Attack, Vital Strike, Improved Vital Strike, Greater Vital Strike, Improved Critical (spear), Critical Focus. Skills Diplomacy +58, Intimidate +58, Perception +54, Perform (dance) +58, Spellcraft +53.

Star-Crowned Resolve (Su). She has a +4 sacred bonus to all saves (included). Twofold Star (Su). As a swift action choose Morning (allies within 60 ft. gain +10 ft. speed and +2d8 force damage on their first weapon hit each round) or Evening (enemies within 60 ft. take –4 on saves against her charm and fear abilities); until changed. Mythic Star Surge (Su, 10/day). As an immediate action after rolling an attack or saving throw, add 1d12. This is her campaign mythic power, not an extra full turn.

Personal Spell-Like Abilities

CL 30th, concentration +45, Charisma-based DC 25 + spell level. These use Pathfinder standard actions unless their spells specify otherwise; no material, verbal or somatic components; they provoke attacks of opportunity and are subject to spell resistance unless used defensively or the underlying spell says otherwise. Uses reset at dawn.

Spell level Personal spell-like abilities Uses
0 Detect Magic, Light At will
1 Charm Person, Command 3/day each
2 Calm Emotions, Hold Person 3/day each
3 Suggestion, Dispel Magic 3/day each
4 Freedom of Movement, Greater Invisibility 2/day each
5 Dominate Person, Flame Strike 2/day each
6 Greater Dispel Magic, Mass Suggestion 2/day each
7 Greater Scrying, Plane Shift 1/day each
8 Demand, Mind Blank 1/day each
9 Gate, Dominate Monster 1/day each

Special Attacks

Star of Battle (Su, 1/day). Standard action, 60-ft. cone, 20d8 force damage, Reflex DC 45 half; on failure creatures are also pushed 20 ft. Seven Gates (Su, 1/day). Standard action, one creature within 120 ft., Will DC 45 negates. On failure make a targeted greater dispel magic check at caster level 30 against one spell currently affecting the target; one temporary supernatural bonus of Inanna’s choice is also suppressed until her next turn. Permanent species abilities cannot be removed.

Sovereign Desire (Su, 3/day). Immediate action triggered by a visible creature within 60 ft. voluntarily moving: that creature makes a Will DC 45 save; on failure its voluntary movement ends for the current turn. The power does not retroactively undo movement already taken.

Clerics and Granted Domains

Her clerics choose two from Chaos, Charm, Glory and War; Love is a campaign subdomain of Charm. Its domain spells at spell levels 1–9 are charm person, calm emotions, suggestion, freedom of movement, dominate person, mass suggestion, greater scrying, demand, dominate monster. Prepare domain spells in the Pathfinder cleric’s domain slot of each spell level; their saving throws use the cleric’s own Wisdom and caster level.

Relic — Eight-Point Star

Eight-Point Star — Pathfinder 1e

Major artifact, neck slot, weight 1 lb. The wearer receives a +4 sacred bonus on saving throws against charm effects. Three times per day as a standard action the wearer may use break enchantment (CL 15) on a touched willing creature, but only to remove a charm, never a curse, petrification or an unrelated compulsion. The relic does not read thoughts.

Inanna / Ishtar — D&D 3.5e

Inanna, Greater Deity of the Two Stars

Divine Rank 16; Chaotic Neutral Large outsider (chaotic, extraplanar), Outsider 20 HD / Cleric 20 / Fighter 10 / Bard 10; 60 HD; suggested epic encounter CR 52 (unofficial).

Initiative +15 (+11 Dex, +4 Improved Initiative); Speed 80 ft., fly 240 ft. (perfect); AC 81, touch 52, flat-footed 70 (–1 size, +11 Dex, +29 natural, +16 divine, +16 deflection); hp 1,200 (maximum Hit Dice: 20d8 outsider [160] + 20d8 cleric [160] + 10d10 fighter [100] + 10d6 bard [60] + 720 Con).

Fort +62, Ref +61, Will +62 (outsider +12 base, +20 epic save bonus, +16 divine bonus, ability score and +2 relevant save feat). DR 30/epic; SR 48; resistance fire 21; immunities acid, cold, electricity, poison, death effects, mind-affecting effects, paralysis, petrification and energy drain as in divine rank rules.

Base attack +20 from outsider HD; epic attack bonus +20 from 40 epic class levels. Melee +4 lion-spear +73/+68/+63/+58 (2d6+24 piercing plus 4d8 force, reach 15 ft.). Attack includes +12 Str, +16 divine rank, +4 weapon, +2 weapon focus feats, –1 size. Damage includes +18 for two-handed Strength, +4 enhancement and +2 Weapon Specialization (spear). Space 10 ft.; Reach 10 ft. (15 ft. with the campaign spear).

STR DEX CON INT WIS CHA
34 (+12) 32 (+11) 34 (+12) 32 (+11) 34 (+12) 42 (+16)

Skills Diplomacy +95 (63 ranks, +16 Cha, +16 divine), Perform (dance) +95, Sense Motive +91 (63 ranks, +12 Wis, +16 divine), Spellcraft +90 (63 ranks, +11 Int, +16 divine). Languages Sumerian and Akkadian natively; divine rank gives comprehension and communication in any language, not a mortal universal Common.

General feats (21): Combat Expertise, Improved Disarm, Improved Feint, Power Attack, Cleave, Great Cleave, Improved Initiative, Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Focus (spear), Improved Critical (spear), Iron Will, Lightning Reflexes, Great Fortitude, Quicken Spell, Extend Spell, Spell Penetration, Combat Casting, Skill Focus (Diplomacy). Fighter bonus feats (6): Weapon Specialization (spear), Greater Weapon Focus (spear), Improved Sunder, Improved Bull Rush, Blind-Fight, Improved Unarmed Strike.

Divine Rank 16. Portfolio sense, divine aura, remote sensing and at-will domain spell-like abilities use the 3.5e divine rank rules. Greater deity checks, saves and damage use the best-result rule against lesser opponents; equal-rank or higher deities can resist where the rules permit. Her divine aura has Will DC 42 (10 + 16 rank + 16 Cha).

Personal Cleric Spellcasting

Cleric 20, Wisdom 34, caster level 20 (before divine boosts), ordinary prepared spell save DC 22 + spell level. Slots include Wisdom bonus slots and one domain slot at each level 1–9; the table gives examples of prepared spells and total daily slots. Further prepared spells use the 3.5e cleric list. Domain spell-like abilities from divine rank are separate: at will, caster level 26, save DC 42 + spell level, with no ordinary spell slots.

Spell level Examples of personal prepared spells Slots/day
0 Detect Magic, Guidance, Light, Resistance 6
1 Command, Shield of Faith, Protection from Law 9
2 Hold Person, Augury, Spiritual Weapon 9
3 Dispel Magic, Prayer, Magic Circle against Law 9
4 Freedom of Movement, Divination, Divine Power 9
5 Flame Strike, True Seeing, Righteous Might 8
6 Blade Barrier, Heal, Greater Dispel Magic 7
7 Resurrection, Greater Scrying, Regenerate 7
8 Fire Storm, Greater Planar Ally, Antimagic Field 7
9 Miracle, Gate, Mass Heal 6

Actions and Salient Divine Abilities

Twofold Star (Su, free action once per round). Morning: allies within 60 ft. gain +10 ft. speed and +2d8 divine damage on their first weapon hit each round. Evening: lower-rank enemies within 60 ft. take –4 on saves against her charm or fear effects, provided they are not immune. Seven Gates (Su, 1/day). Standard action; one visible creature within 120 ft. makes Will DC 42. On failure she attempts greater dispel magic (caster level 26) against one spell active on it; permanent creature qualities are unaffected.

Salient divine abilities (21, including five bonus abilities for greater deity rank): Alter Reality, Alter Size, Alter Form, Avatar, Battlesense, Divine Inspiration, Divine Shield, Area Divine Shield, Divine Spellcasting, Divine Celerity, Free Move, Supreme Initiative, Irresistible Performance, Know Secrets, Divine Blast, Mass Divine Blast, Frightful Presence, Clearsight, Sunder and Disjoin, Automatic Metamagic (Quicken Spell), Divine Skill Focus (Knowledge [religion]). Use the 3.5e divine action types, ability prerequisites and durations. Her Twofold Star and Seven Gates are additional campaign powers, not printed salient abilities.

Clerics and Granted Domains

A cleric chooses two of Chaos, War and original campaign Love. Love has a +2 sacred bonus on Diplomacy checks regarding willing relationships (never compulsion) and domain spells at levels 1–9: charm person, calm emotions, suggestion, freedom of movement, dominate person, geas/quest, greater scrying, demand, dominate monster. Domain spells are prepared in the normal domain slot.

Relic — Eight-Point Star

Eight-Point Star — D&D 3.5e

Major artifact (amulet), throat slot. Grants a +4 sacred bonus to saves against charm. Three times per day, as a standard action, use break enchantment (caster level 20) solely to end charm on a willing touched creature. It cannot impose affection or read minds.

3.5e divine ranks and salient divine abilities provide the rules used in this panel.

Historical & Mythological Context

Inanna/Ištar is one of the most important deities of Mesopotamia and its most prominent goddess. ORACC describes her as goddess of sexual love and warfare and identifies her astral form with Venus, the morning and evening star. Her contradictory and boundary-crossing traits are central to her historical character rather than modern additions.

One goddess, two principal names. Inanna is the Sumerian name; Ištar (Ishtar) is the Akkadian name used in Babylonian and Assyrian traditions. Her cults and myths developed over many centuries, and the identification of the two traditions did not erase their local character. Uruk honoured Inanna at the Eanna sanctuary, while the Assyrian cults of Ištar of Nineveh and Ištar of Arbela had distinctive connections to kingship. These are traditions of the same goddess within this pantheon, not rival divine characters.

The direct divine statistics, current activity, relics and detailed divine realm above are campaign adaptations.

Sources & Licensing

Historical foundation: ORACC — Inana/Ištar. See also the Mesopotamian Pantheon.

Rules references: 2024 Cleric class, Pathfinder combat rules, and D&D 3.5e divine ranks. The Star Domain, epic divine statistics, relics and current-world adventures are original campaign rules.

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top