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Summon Monster II

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This spell summons an Extraplanar Creature (typically an Outsider, Elemental, or Magical Beast Native to another plane) or 1d3 creatures of the same kind from the 1st-level list below. 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. You choose which kind of Creature to Summon, and you can choose a different one each time you cast the spell.

1st Level Subtype
Dire rat*
Fire beetle*
Poisonous frog*
Pony (horse)*
Viper (snake)*

2nd Level Subtype
Giant worker ant*
Elemental (Small) Elemental
Giant centipede*
Giant frog*
Giant spider*
Goblin dog*
Lemure (devil) Evil, Lawful

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. Creatures summoned using this spell cannot use spells or Spell-Like Abilities that duplicate spells with expensive material Components (such as wish).

When you use a summoning spell to Summon a Creature with an Alignment or Elemental subtype, it is a spell of that type. Creatures on the above table marked with an “*” are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the Creature. Creatures marked with an “*” always have an Alignment that matches yours, regardless of their usual Alignment. Summoning these creatures makes the summoning spell's type match your Alignment.


Casting Time
1 round
V, S, F/DF (a tiny bag and a small candle)
1 round/level (D)
Summoned creature(s)
Bard 2, Cleric 2, Sorcerer/wizard 2
Close (25 ft. + 5 ft./2 levels)
Saving Throw
Conjuration (summoning)
Spell Resistance
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