Index of Spells by SubSchool - Summoning

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Abyssal Army
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons demons to fight for you.

Abyssal Might (M)
    Book of Vile Darkness
  Arc 4, Blk 3, Clr 4, Dem 3, Sor/Wiz 4  
    1 hour

You gain +2 to Str, Con, Dex, and SR.

Aerial Summoning Dance
    RoF
  Arc 4, Clr 4  
    General

You and four aarakocra summon a Large air elemental.

Armageddon
    Book of Exalted Deeds
  Sanctified 9  
    General

Summon 2d4 avorals rnd 1, a ghaele eladrin rnd 3, and an astral deva rnd 5.

Bedevil (M)
    CR
  Arc 3, Blk 3, Sor/Wiz 3  
    General

Summon a mischievous spirit to torment your enemy.

Bolt of Conjuring
    BoEM
  Sor/Wiz 3  
    General

See Text

Creeping Doom
Conjuration (Summoning) 1 round SRD
None - No Arc 7, Drd 7, Spider 8 V, S
1 min./level Close / 100 ft.; see text General
Effect: One swarm of centipedes per two levels

Swarms of centipedes attack at your command.

When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.

You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).

Deific Vengeance
    SPC
  Arc 2, Clr 2, Purification 2  
    General

God's punishment deals 1d6 damage/two caster levels (max 5d6). (1d6/level max 10d6 vs undead.)

Doom of the Seas (XP)
    Stormwrack
  Arc 9, Blackwater 9, Drd 9  
    General

Summons a fiendish kraken (Doom of the Seas) under your command.

Elemental Swarm
Conjuration (Summoning) 10 minutes SRD
None - No Air 9, Arc 9, Drd 9, Dwarf 9, Earth 9, Fire 9, Ocean 9, Shu 9, Water 9, Wmg 9 V, S
10 min./level (D) Medium 1 hour
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart

Summons multiple elementals.

This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.

When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.

The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.

When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.

Eyes of the King
    SPC
  Hunger 6  
    General

Summon fiendish dire bats.

Fierce Pride of the Beastlands
    SPC
  Arc 8, Clr 8, Sor/Wiz 8  
    1 hour

Summon celestial lions and celestial dire lions to follow you

Fire Spiders
    SPC
  Sor/Wiz 6  
    General

Swarm of Fine fire elementals attacks targets.

Gatorswarm
    Far Corners of the World
  Arc 6, Drd 6  
    General

This spell summons 1d3 exceptionally irate and hungry monstrous alligators from the surrounding waters.

Heavenly Host
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons archons to fight for you.

Hellish Horde
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons devils to fight for you.

Hunters of Hades (M)
    SPC
  Arc 9, Clr 9  
    1 hour

Summons a pair of pack fiends or a Retriever to follow your commands.

Imbrue
    Dragon 336
  Sor/Wiz 9  
    General

Bind a creature from a planar binding into a living host.

Insect Plague
Conjuration (Summoning) 1 round SRD
None - No Arc 5, Clr 5, Drd 5, Spider 5 V, S, DF
1 min./level Long 5 minutes
Effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm

Locust swarms attack creatures.

You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won't pursue creatures that flee.

Instant Summons (M)
Conjuration (Summoning) 1 standard action SRD
None - No Rune 7, Sor/Wiz 7 V, S, M
Permanent until discharged See text General
Target: One object weighing 10 lb. or less whose longest dimension is 6 ft. or less
Materials: A sapphire worth at least 1,000 gp.

Prepared object appears in your hand.

You call some nonliving item from virtually any location directly to your hand.

First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.

If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.

The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.

The item can be summoned from another plane, but only if no other creature has claimed ownership of it.

Mephit Mob
    Sandstorm
  Arc 6, Brd 6, Drd 6, Thirst 7  
    1 hour

Summons 2d6 mephits of a kind you designate.

Minimus Containment (F)
    Dragon 336
  Sor/Wiz 8  
    General

Bind a creature from a planar binding into a gem.

Mount
Conjuration (Summoning) 1 round SRD
None - No HB 1, Sor/Wiz 1 V, S, M
2 hours/level (D) Close 6 hours
Effect: One mount

Summons riding horse for 2 hours/level.

You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Pack of Ghouls
    SPELLSandSPELLCRAFT
  Arc 5, Clr 5  
    General

You summon a pack of ghouls.

Phantom Bear
    Complete Divine
  Arc 9, Drd 9  
    General

As phantom wolf, except you instead conjure an incorporeal bear with a fearsome roar.

Phantom Wolf
    Complete Divine
  Arc 8, Drd 8  
    General

Incorporeal wolf fights for you.

Plague of Rats
    Complete Divine
  Pestilence 5  
    General

Summon horde of diseased rats.

Regal Procession
    SPC
  Arc 3, Pal 3, Sor/Wiz 3  
    General

As mount, but you summon several mounts.

Rushing Waters
    Underdark
  Arc 5, Drd 5, Watery Death 4  
    General

Wave makes bull rush attack.

Secret Chest (F)
Conjuration (Summoning) 10 minutes SRD
None - No Commerce 6, Sin-A 6, Sor/Wiz 5, Wealth 5 V, S, F
60 days or until discharged See text General
Target: One chest and up to 1 cu. ft. of goods/caster level
Focus: The chest and its replica.

Hides expensive chest on Ethereal Plane; you retrieve it at will.

You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time-even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.

To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.

Shadow Trap
    CR
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Bind a greater shadow to an object as its guardian.

Slime Wave
    Complete Divine
  Arc 7, Clr 7, Drd 7  
    General

Creates 15-ft. spread of green slime.

Spider Plague
    SPC
  Arc 6, Clr 6  
    General

Summons Large monstrous spiders to fight for you.

Storm of Elemental Fury
    Complete Divine
  Arc 8, Drd 8  
    General

Magic cloud creates win-storm, then hail of stones, then rainstorm, then flame.

Storm of Vengeance
Conjuration (Summoning) 1 round SRD
See text - Yes Arc 9, Blg 9, Clr 9, Drd 9, Nobility 9, Retribution 9, Shu 9, Sin-W 9, Storm 9, Summer 9, Wrath 9 V, S
Concentration (maximum 10 rounds) (D) Long General
Effect: 360-ft.-radius storm cloud

Storm rains acid, lightning, and hail.

This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.

If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.

2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).

3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.

4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).

5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeances save DC + the level of the spell the caster is trying to cast.

Summon Babau Demon
    Planar Handbook
  Arc 6, Clr 6  
    General

Summon a babau demon to follow your commands.

Summon Bearded Devil
    Planar Handbook
  Arc 4, Clr 4  
    General

Summon a bearded devil to follow your commands.

Summon Blood Elemental
    Spellbook Archive
  Arc 5, Clr 5  
    General

Summon a blood elemental to attack your enemies.

Summon Bralani Eladrin
    Planar Handbook
  Arc 5, Clr 5  
    General

Summon a bralani eladrin to follow your commands.

Summon Desert Ally I
    Sandstorm
  Arc 1, Drd 1, Rgr 1  
    General

Calls dustform creature to fight.

Summon Desert Ally II
    Sandstorm
  Arc 2, Drd 2, Rgr 2  
    General

Calls dustform creature to fight.

Summon Desert Ally III
    Sandstorm
  Arc 3, Drd 3, Rgr 3  
    General

Calls dustform creature to fight.

Summon Desert Ally IV
    Sandstorm
  Arc 4, Drd 4, Rgr 4  
    General

Calls dustform creature to fight.

Summon Desert Ally IX
    Sandstorm
  Arc 9, Drd 9, Sand 9  
    General

Calls dustform creature to fight.

Summon Desert Ally V
    Sandstorm
  Arc 5, Drd 5  
    General

Calls dustform creature to fight.

Summon Desert Ally VI
    Sandstorm
  Arc 6, Drd 6  
    General

Calls dustform creature to fight.

Summon Desert Ally VII
    Sandstorm
  Arc 7, Drd 7  
    General

Calls dustform creature to fight.

Summon Desert Ally VIII
    Sandstorm
  Arc 8, Drd 8  
    General

Calls dustform creature to fight.

Summon Devoted Roc
    RotW
  Sky 9  
    6 hours

Summons powerful roc to serve you.

Summon Dire Hawk
    RotW
  Arc 2, Drd 2, Sky 2  
    5 minutes

Summons dire hawk to serve you.

Summon Elemental Monolith (M)
    Complete Arcane
  Arc 9, Clr 9, Drd 9, Sor/Wiz 9, Wuj 9  
    General

You conjure a tremendously powerful creature known as an elemental monolith.

Summon Elementite Swarm
    Planar Handbook
  Arc 4, Drd 4  
    General

Summon an elementite swarm to follow your commands.

Summon Elysian Thrush
    Planar Handbook
  Arc 2, Brd 2, Clr 2  
    6 hours

Summon an Elysian thrush, which accelerates natural healing.

Summon Giants
    Frostburn
  Arc 8, Clr 8, Winter 8  
    General

Summons outsider giants to fight for you.

Summon Greater Elemental
    Planar Handbook
  Arc 6, Drd 6  
    General

Summon a greater elemental to follow your commands.

Summon Hound Archon
    Planar Handbook
  Arc 4, Clr 4  
    General

Summon a hound archon to follow your commands.

Summon Instrument
Conjuration (Summoning) 1 round SRD
None - No Brd 0 V, S
1 min./level (D) 0 ft. General
Effect: One summoned handheld musical instrument

Summons one instrument of the casters choice.

This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands.

Summon Monster I
Conjuration (Summoning) [Varies] 1 round SRD
None - No Arc 1, Blk 1, Brd 1, Clr 1, Dem 1, KotC 1, Portal 1, Sor/Wiz 1, Summoner 1, Wuj 1 V, S, F/DF
1 round/level (D) Close General
Effect: One summoned creature

Calls extraplanar creature to fight for you.

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Monster Alignment
Celestial dog LG
Celestial owl LG
Celestial giant fire beetle NG
Celestial porpoise (1) NG
Celestial badger CG
Celestial monkey CG
Fiendish dire rat LE
Fiendish raven LE
Fiendish Medium monstrous centipede NE
Fiendish Small monstrous scorpion NE
Fiendish hawk CE
Fiendish small monstrous spider CE
Fiendish octopus (1) CE
Fiendish small viper snake CE

1) May be summoned only into an aquatic or watery environment.

Summon Monster II
Conjuration (Summoning) 1 round SRD
None - No Arc 2, Blk 2, Brd 2, Clr 2, Dem 2, KotC 2, Sor/Wiz 2, Summoner 2, Wuj 2 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list (Summon Monster I).

Summon Monster Alignment
Celestial giant bee LG
Celestial giant bombardier beetle NG
Celestial riding dog NG
Celestial eagle CG
Lemure (devil) LE
Fiendish squid (1) LE
Fiendish wolf LE
Fiendish Large monstrous centipede NE
Fiendish Medium monstrous scorpion NE
Fiendish Medium shark (1) NE
Fiendish Medium monstrous spider CE
Fiendish Medium viper snake CE

1 May be summoned only into an aquatic or watery environment.

Summon Monster III
Conjuration (Summoning) 1 round SRD
None - No Arc 3, Blk 3, Brd 3, Clr 3, Dem 3, KotC 3, Sor/Wiz 3, Summoner 3, Wuj 3 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list (summon monster II), or 1d4+1 creatures of the same kind from the 1st-level list (summon monster I).

Summon MonsterAlignment
Celestial black bear LG
Celestial bison NG
Celestial dire badger CG
Celestial hippogriff CG
Small Air Elemental N
Small Earth Elemental N
Small Fire Elemental N
Small Water Elemental N
Fiendish ape LE
Fiendish dire weasel LE
Hellhound LE
Fiendish constrictor snake LE
Fiendish boar NE
Fiendish dire bat NE
Fiendish Huge monstrous centipede NE
Fiendish crocodile CE
Dretch (demon) CE
Fiendish Large viper snake CE
Fiendish wolverine CE
Summon Monster IV
Conjuration (Summoning) 1 round SRD
None - No Arc 4, Blk 4, Brd 4, Clr 4, Dem 4, Sor/Wiz 4, Wuj 4 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list (summon monster III), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II).

Summon Monster IV List
Monster Alignment
Lantern Archon LG
Celestial giant owl LG
Celestial giant eagle CG
Celestial lion CG
Air Mephit N
Earth Mephit N
Fire Mephit N
Water Mephit N
Mephit (any) N
Fiendish dire wolf LE
Fiendish giant wasp LE
Fiendish giant praying mantis NE
Fiendish Large shark1 NE
Yeth hound NE
Fiendish Large monstrous spider CE
Fiendish Huge viper snake CE
Howler CE

1) May be summoned only into an aquatic or watery environment.

Summon Monster IX
Conjuration (Summoning) 1 round SRD
None - No Arc 9, Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9, Wuj 9 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list (summon monster VIII), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, summon monster VI, summon monster VII).

Summon Monster Alignment
Couatl LG
Leonal (guardinal) NG
Celestial roc CG
Elder Elemental (any) N
Elder Air Elemental N
Elder Earth Elemental (any) N
Elder Fire Elemental (any) N
Elder Water Elemental (any) N
Barbed Devil LE
Fiendish dire shark 1 NE
Fiendish Gargantuan monstrous scorpion NE
Night hag NE
Bebilith (demon) CE
Fiendish Colossal monstrous spider CE
Hezrou (demon) CE

1) May be summoned only into an aquatic or watery environment.

Summon Monster V
Conjuration (Summoning) 1 round SRD
None - No Arc 5, Brd 5, Clr 5, Sor/Wiz 5, Summoner 5, Wuj 5 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list (summon monster IV, or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III).

Summon Monster Alignment
Hound Archon LG
Celestial brown bear LG
Celestial giant stag beetle NG
Celestial sea cat 1 NG
Celestial griffon CG
Medium Elemental (any) N
Medium Air Elemental N
Medium Earth Elemental N
Medium Fire Elemental N
Medium Water Elemental N
Achaierai LE
Bearded Devil LE
Fiendish deinonychus LE
Fiendish dire ape LE
Fiendish dire boar NE
Fiendish Huge shark NE
Fiendish Large monstrous scorpion NE
Shadow mastiff NE
Fiendish dire wolverine CE
Fiendish giant crocodile CE
Fiendish tiger CE

1) May be summoned only into an aquatic or watery environment.

Summon Monster VI
Conjuration (Summoning) 1 round SRD
None - No Arc 6, Brd 6, Clr 6, Sor/Wiz 6, Wuj 6 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list (summon monster V), or 1d4+1 creatures of the same kind from a lower-level list. (summon monster I, summon monster II, summon monster III, summon monster IV)

Summon Monster VI List
Monster Alignment
Celestial polar bear LG
Celestial orca whale 1 NG
Bralani (eladrin) CG
Celestial dire lion CG
Large Elemental (any) N
Large Air Elemental N
Large Earth Elemental N
Large Fire Elemental N
Large Water Elemental N
Janni (genie) N
Chaos beast CN
Chain Devil LE
Xill LE
Fiendish Gargantuan monstrous centipede NE
Fiendish rhinoceros NE
Fiendish elasmosaurus 1 CE
Fiendish Huge monstrous spider CE
Fiendish giant constrictor snake CE

1 May be summoned only into an aquatic or watery environment.

Summon Monster VII
Conjuration (Summoning) 1 round SRD
None - No Arc 7, Clr 7, Sor/Wiz 7, Summoner 7, Wuj 7 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list (summon monster VI), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V).
Summon Monster Alignment
Celestial elephant LG
Avoral (guardinal) NG
Celestial baleen whale (1) NG
Djinni (genie) CG
Huge Elemental (any) N
Huge Air Elemental N
Huge Earth Elemental N
Huge Fire Elemental N
Huge Water Elemental N
Invisible stalker N
Bone Devil LE
Fiendish megaraptor LE
Fiendish Huge monstrous scorpion NE
Babau (demon) CE
Fiendish giant octopus 1 CE
Fiendish girallon CE

1) May be summoned only into an aquatic or watery environment.

Summon Monster VIII
Conjuration (Summoning) 1 round SRD
None - No Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list (summon monster VII), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, summon monster VI).
Summon Monster Alignment
Celestial dire bear LG
Celestial cachalot whale 1 NG
Celestial triceratops NG
Lillend CG
Greater Elemental (any) N
Greater Air Elemental N
Greater Earth Elemental N
Greater Fire Elemental N
Greater Water Elemental N
Fiendish giant squid 1 LE
Hellcat LE
Fiendish Colossal monstrous centipede NE
Fiendish dire tiger CE
Fiendish Gargantuan monstrous spider CE
Fiendish tyrannosaurus CE
Vrock (demon) CE

1) May be summoned only into an aquatic or watery environment.

Summon Nature's Ally I
Conjuration (Summoning) 1 round SRD
None - No Arc 1, BVal 1, Drd 1, Rgr 1 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Calls creature to fight.

This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature's Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

1) May be summoned only into an aquatic or watery environment.

Summon Nature's Ally II
Conjuration (Summoning) 1 round SRD
None - No Arc 2, BVal 2, Drd 2, Rgr 2 V, S, DF
1 round/level (D) Close General
Effect: One or more creatures, no two of which can be more than 30 ft. apart

Calls creature to fight.

This spell functions like summon nature's ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

1) May be summoned only into an aquatic or watery environment.

Summon Nature's Ally III
Conjuration (Summoning) 1 round SRD
None - No Arc 3, BVal 3, Drd 3, Rgr 3, Shu 3 V, S, DF
1 round/level (D) Close General
Effect: One or more creatures, no two of which can be more than 30 ft. apart

Calls creature to fight.

This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

1) May be summoned only into an aquatic or watery environment.

Summon Nature's Ally IV
Conjuration (Summoning) 1 round SRD
None - No Animal 4, Arc 4, BVal 4, Drd 4, Rgr 4 V, S, DF
1 round/level (D) Close General
Effect: One or more creatures, no two of which can be more than 30 ft. apart

Calls creature to fight.

This spell functions like summon nature's ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

1) May be summoned only into an aquatic or watery environment.

Summon Nature's Ally IX
Conjuration (Summoning) 1 round SRD
None - No Arc 9, Drd 9, Fey 9, Gnome 9, Shu 9 V, S, DF
1 round/level (D) Close General
Effect: One or more creatures, no two of which can be more than 30 ft. apart

Calls creature to fight.

This spell functions like summon natures ally I, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

3) Can cast irresistible dance

Summon Nature's Ally V
Conjuration (Summoning) 1 round SRD
None - No Arc 5, Drd 5, Shu 5 V, S, DF
1 round/level (D) Close General
Effect: One or more creatures, no two of which can be more than 30 ft. apart

Calls creature to fight.

This spell functions like summon nature's ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

1) May be summoned only into an aquatic or watery environment.

Summon Nature's Ally VI
Conjuration (Summoning) 1 round SRD
None - No Arc 6, Drd 6, Shu 6 V, S, DF
1 round/level (D) Close General
Effect: One or more creatures, no two of which can be more than 30 ft. apart

Calls creature to fight.

This spell functions like summon nature's ally I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

1) May be summoned only into an aquatic or watery environment.

2) Can't cast irresistible dance.

Summon Nature's Ally VII
Conjuration (Summoning) 1 round SRD
None - No Arc 7, Drd 7, Shu 7 V, S, DF
1 round/level (D) Close General
Effect: One or more creatures, no two of which can be more than 30 ft. apart

Calls creature to fight.

This spell functions like summon nature's ally I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

1) May be summoned only into an aquatic or watery environment.

2) Can't cast irresistible dance

Summon Nature's Ally VIII
Conjuration (Summoning) 1 round SRD
None - No Animal 8, Arc 8, Drd 8, Shu 8 V, S, DF
1 round/level (D) Close General
Effect: One or more creatures, no two of which can be more than 30 ft. apart

Calls creature to fight.

This spell functions like summon natures ally I, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

1) May be summoned only into an aquatic or watery environment.

Summon Swarm
Conjuration (Summoning) 1 round SRD
None - No Arc 2, Brd 2, Drd 2, HB 2, Pestilence 2, Sor/Wiz 2, Spider 2 V, S, M/DF
Concentration + 2 rounds Close General
Effect: One swarm of bats, rats, or spiders

Summons swarm of bats, rats, or spiders.

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.

Summon Undead I
    PGtF
  Arc 1, Blk 1, Clr 1, Sor/Wiz 1  
    General

Summons undead to fight for you.

Summon Undead II
    PGtF
  Arc 2, Blk 2, Clr 2, Sor/Wiz 2  
    General

Summons undead to fight for you.

Summon Undead III
    PGtF
  Arc 3, Blk 3, Clr 3, Sor/Wiz 3  
    General

Summons undead to fight for you.

Summon Undead IV
    PGtF
  Arc 4, Blk 4, Clr 4, Sor/Wiz 4  
    1 hour

Summons undead to fight for you.

Summon Undead V
    PGtF
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Summons undead to fight for you.

Trap the Soul
Conjuration (Summoning) [Ectomancy] 1 standard action or see text SRD
See text - Yes; see text Sin-G 9, Sin-L 9, Sor/Wiz 8 V, S, M, F, text
Permanent; see text Close General
Target: One creature

Imprisons subject within gem.

Trap the soul forces a creatures life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.

Depending on the version selected, the spell can be triggered in one of two ways.

Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creatures name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.

Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creatures soul in the trap. To use this method, both the creatures name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.

Material Note: . If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

Vipergout
    PGtF
  Scalykind 7, Sor/Wiz 7  
    General

You spit forth celestial or fiendish vipers that attack your foes.

Watchful Ancestors
    MoE
  Arc 4, Brd 4, Clr 4, Sor/Wiz 4  
    General

Spiritual manifestations prevent you from being flanked and grant insight bonus on one Reflex save.