Summon Monster II

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Spell: Summon Monster II
School Conjuration
Sub-School
Descriptor Summoning
Level Brd 2, Clr 2, Sorc/Wiz 2
Components V,S,F/DF
Casting Time 1 Round
Range Close (25 ft. + 5 ft./2 levels)
Area
Effect One summoned Creature
Duration 1 Round/Level (D)
Saving Throw None
Spell Resistance No

Description

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.

Arcane Focus A tiny bag and a small (not necessarily lit) candle.

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

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