The Gatekeeper's Promise
Strago Mistfall's treasured illusionist's grimoire teaches him to call true creatures beneath false appearances, beginning with the inexplicably loyal otter Daisy.
Spellbook · Wizard, School of the Boundary · Level 5
The Gatekeeper's Promise
Strago Mistfall's treasured illusionist's grimoire teaches him to call true creatures beneath false appearances, beginning with the inexplicably loyal otter Daisy.

Ex librisStrago MistfallArcane wizard

At a glance
Level
5
Wizard, School of the Boundary
Spells
10
2 cantrips, 2 signature
At the table
A margin note
Plot hook
Spells
10 spellsCantrips
2- Create a minor visual or auditory illusion of a simple object or sound. The illusion has no physical substance.
- Duration
- Sustained up to 1 minute
- Target
- One simple image or sound in range
- Components
- Somatic, verbal
- Save or attack
- No save; an observer can use Seek or otherwise interact as appropriate.
- Higher levels
- Heightened cantrip; damage none.
- Source
- Player Core, Figment
- Create a brief auditory illusion. It can produce a sound but not intelligible speech.
- Duration
- Unlimited
- Target
- A sound originating from a point in range
- Components
- Somatic, verbal
- Save or attack
- No save; a creature that spends actions to investigate may determine the sound is false.
- Higher levels
- Heightened cantrip; the sound's maximum volume increases at higher levels.
- Source
- Core Rulebook, Ghost Sound
1st level
4- Create an illusory object in an unoccupied space. It can look and sound real but has no physical substance.
- Duration
- 10 minutes
- Target
- One object no larger than a 10-foot cube
- Components
- Somatic, verbal
- Save or attack
- Will save to disbelieve when a creature interacts with or examines the illusion.
- Higher levels
- Heightened (3rd) can create a larger object; heightened (5th) increases size further.
- Source
- Player Core, Illusory Object
- Create an illusion that disguises your appearance and clothing. The disguise changes how you look but not your voice or physical capabilities.
- Duration
- 1 hour
- Target
- You
- Components
- Somatic, verbal
- Save or attack
- No initial save; a creature can attempt to disbelieve when it Seeks or otherwise interacts with the illusion.
- Higher levels
- Heightened (2nd) can disguise a second creature touched; heightened (3rd) can disguise up to four creatures touched.
- Source
- Player Core, Illusory Disguise
- Conjure a common animal with the animal trait in an unoccupied space in range. It gains the summoned trait and acts according to the summon spell rules.
- Duration
- Sustained up to 1 minute
- Target
- One common animal of level -1 or lower
- Components
- Material, somatic, verbal
- Save or attack
- No save; the summoned creature follows the summon trait rules.
- Damage
- Depends on the summoned creature's abilities
- Higher levels
- Heightened (2nd) summons an animal of level 1 or lower; heightened (3rd) summons one of level 2 or lower.
- Source
- Player Core, Summon Animal
- Conjure a common fey in an unoccupied space in range. It gains the summoned trait and acts according to the summon spell rules.
- Duration
- Sustained up to 1 minute
- Target
- One common fey of level -1 or lower
- Components
- Material, somatic, verbal
- Save or attack
- No save; the summoned creature follows the summon trait rules.
- Damage
- Depends on the summoned creature's abilities
- Higher levels
- Heightened (3rd) summons a fey of level 2 or lower.
- Source
- Player Core, Summon Fey
2nd level
3- Create an illusion of a creature. It can move and make illusory attacks, but it has no physical body and its apparent attacks do not deal real damage.
- Duration
- 10 minutes
- Target
- One illusory creature
- Components
- Somatic, verbal
- Save or attack
- Will save to disbelieve; a creature that interacts with the illusion can attempt to disbelieve it.
- Higher levels
- Heightened (4th) increases the illusion's level and available capabilities.
- Source
- Player Core, Illusory Creature
- The touched creature becomes invisible. The spell ends if the creature uses a hostile action, subject to the spell's heightened rules.
- Duration
- 10 minutes
- Target
- One creature touched
- Components
- Somatic, verbal
- Save or attack
- No save; the target becomes invisible under the spell's rules.
- Higher levels
- Heightened (4th) increases the duration to 1 minute after the target takes a hostile action; heightened (6th) allows multiple targets.
- Source
- Player Core, Invisibility
- The target's form appears blurred, making it difficult for sight-dependent attackers to hit. It does not make the target concealed from other senses.
- Duration
- 1 minute
- Target
- One willing creature touched
- Components
- Somatic, verbal
- Save or attack
- No save; attacks against the target have a 20 percent flat check to miss if they rely on sight.
- Higher levels
- Heightened (4th) allows the spell to protect additional willing creatures touched.
- Source
- Player Core, Blur
3rd level
1- Create a visual illusion that overlays a large area, making terrain and structures appear different. The scene has no physical substance.
- Duration
- 10 minutes
- Target
- A 50-foot burst
- Components
- Somatic, verbal
- Save or attack
- Will save to disbelieve when a creature interacts with or examines the scene.
- Higher levels
- Heightened (5th) increases the scene's maximum size.
- Source
- Player Core, Illusory Scene
In the margins
4 notes
DiaryFirst attempt: requested a wolf. Got an otter. She stole my glove, ate the fish, and came back the next time. I have stopped asking why.
DiagramSummoning circle: verify the creature's landing space before opening the gate. Daisy prefers a dry patch and objects to smoke.
FormulaPotion note: moonlit water, a drop of blue pigment, and a spoken description of the face you hope to deceive. This is an experimental flavoring recipe, not a substitute for a legal alchemical formula.
WarningDo not mistake a convincing illusion for a creature that can answer a call. The distinction matters most when the door is already open.
The book itself
Daisy, a perfectly ordinary otter, has answered Strago's Summon Animal spell ever since his first botched attempt. She is not an illusion, and the book's notes insist she always returns home unharmed.
The book includes Strago's personal notes on potion brewing and magical item crafting. These are workshop annotations, not additional spell effects or substitutes for Pathfinder crafting rules.
An illusion can deceive the senses, but it cannot make a summoned creature imaginary.
The caster
Arcane wizardStrago Mistfall
Studies: Illusion, with a practical interest in conjuration and planar boundariesManner: Patient and courteous, with the careful manner of someone who assumes every stranger may be a real person concealed by an illusion.Focus: A small brass-framed mirror, used to trace spell diagrams and direct the book's shifting illusions.Quirk: Introduces every summoned creature by name, even when he has never met it before, and keeps a fish-shaped bookmark for Daisy.Wants: Discover why certain summoned beings seem to recognize his invitations, and find a safe way to contact a vanished planar correspondent named in the book.Strago Mistfall is a boundary-school wizard who studied how perception and planar thresholds overlap. His early experiments with calling creatures produced more surprises than answers, most notably Daisy, a common otter who keeps appearing whenever he casts Summon Animal.
The book
A midnight-blue, brass-cornered codex bound in soft gray leather. Its pages shimmer like thin panes of glass, and tiny painted creatures appear to move between the inked diagrams when the book is tilted.
Its wards · GM only
About the book
FormatBrass-bound codex
ThemeIllusion and the perilous art of opening doors to other beings
Written by aWizard, School of the Boundary
Caster level5
SystemPathfinder Second Edition
Plot hooks
1A conjuration researcher offers Strago a rare planar atlas in exchange for learning why Daisy answers his summons across impossible distances.
2A frightened fey envoy claims the brass clasp on the book is a seal, and that one of the names written inside belongs to a being trapped behind it.
3A rival illusionist has stolen the codex and is using its summon notes to impersonate Strago. Daisy recognizes the impostor, but nobody else believes an otter.
4Strago's old potion and item-crafting notes include a sketch of a missing workshop hidden somewhere beyond the Material Plane.
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