Summon Monster II
Summon Monster II
Conjuration (Summoning)Level: Antipaladin 2, Artificer 2, Bard 2, Cleric/Oracle 2, Sorcerer/Wizard 2, Summoner 2, Warlock 2
Components: V, S, F/DF (a tiny bag and a small candle)
Casting Time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Effect: one or more summoned creatures
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: no
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.
This spell conjures one of the creatures from the 2st level list below, or 1d3 creatures of the same kind from the 1st level list. You choose which kind of creature to summon, and you can choose a different one 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.
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 table of the animal or vermin type are summoned with a template based on your alignment. You may pick any template for which you possess a corresponding alignment, but you may only apply one template to creatures summoned by this spell:
- Good: Celestial Template
- Evil: Fiendish Template
- Lawful: Resolute Template
- Chaotic: Entropic Template
- Neutral: Counterpoised Template