Showing posts with label Summoning. Show all posts
Showing posts with label Summoning. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Conjure Ice Beast I

Conjure Ice Beast I (adapted from Frostburn)
Conjuration (Creation)[Cold]

Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One conjured ice creature
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell creates a creature constructed from magical ice. 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 set forth below. The conjured creature cannot have the fire subtype. You choose which kind of creature to conjure, and you can change that choice each time you cast the spell. The conjured creature is a construct made of magical ice, gaining the ice beast template.

In all other ways, conjure ice beast I functions like summon monster I.

Conjure Ice Beast, 1st Level List
  • Baboon
  • Badger
  • Dire Rat
  • Dog
  • Eagle
  • Giant Fire Beetle
  • Hawk
  • Hyena
  • Monkey
  • Monstrous Centipede, Medium
  • Monstrous Scorpion, Small
  • Monstrous Spider, Small Hunting
  • Monstrous Spider, Small Webspinner
  • Octopus 1
  • Owl
  • Porpoise 1
  • Raven
  • Viper, Small
  • Wolf
1 Can only be summoned into an aquatic or watery environment

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Campaign Design - Spells: Robe of Reflection

Robe of Reflection (found in the Book of Eldritch Might II)
Conjuration (Summoning)

Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: Yes

You create a robelike aura of energy around a single subject, then specify one energy type - acid, cold, electricity, fire, or sonic. The wearer ignores any damage suffered from the energy type, from any source, whether a targeted or area effect. The wearer can, in fact, choose to redirect the damage to any target within 100 feet. This, if you wear a robe of reflection (fire) and walk through a wall of fire, you suffer no damage and can inflict the wall's damage on anyone within 100 feet of you. The damage reflected can equal no more than 3 hit points per caster level. You do not have to reflect the damage if you choose not to.

Material component: Five threads woven around a small mirror worth at least 20 shillings.

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Campaign Design - Spells: Summon Dragon V

Summon Dragon V (adapted from Nyambe: African Adventures)
Conjuration (Summoning)[see text]

Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One or more summoned dragons, no two of which can be more than 30 feet apart
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell summons one or more dragons. This spell summons one dragon from the 5th level list, 1d3 dragons from the 4th level list, or 1d4+1 dragons from a lower level list. 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 dragon, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned dragon acts normally on the last round of the spell and disappears at the end of its turn.

A summoned dragon cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Dragons 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, shadow, or water dragon, it is a spell of that type.

The spell conjures one of the dragons from the 5th-level list below. You choose which kind of dragon to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 5th Level List
  • Dragon, Black - Young [CE]
  • Dragon, Bronze - Very Young [LG]
  • Dragon, Copper - Very Young [CG]
  • Dragon, Gold - Wyrmling [LG]
  • Dragon, Green - Young [LE]
  • Dragon, Red - Very Young [LE]
Alternatively, the spell can conjure 1d3 of the dragons from the 4th-level list below. You choose which kind of dragons to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 4th Level List
  • Dragon, Black - Very Young [CE]
  • Dragon, Blue - Very Young [LE]
  • Dragon, Brass - Very Young [CG]
  • Dragon, Green - Very Young [LE]
  • Dragon, Red - Wyrmling [CE]
  • Pseudodragon [NG]
Alternatively, the spell can conjure 1d4+1 of the dragons from one of the lists below. You choose which kind of dragons to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 3rd Level List
  • Dragon, Black - Wyrmling [CE]
  • Dragon, Blue - Wyrmling [LE]
  • Dragon, Brass - Wyrmling [CG]
  • Dragon, Bronze - Wyrmling [LG]
  • Dragon, Copper - Wyrmling [CG]
  • Dragon, Green - Wyrmling [LE]
Summon Dragon, 2nd Level List
Summon Dragon, 1st Level List
Arcane Focus: A dragon scale.

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Campaign Design - Spells: Call Aquatic Monster

Call Aquatic Monster (from Relics & Rituals)
Conjuration (Summoning)

Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One summoned creature
Duration: 1 round per caster level (D)
Saving Throw: See text
Spell Resistance: No

This spell calls an aquatic monster to attack your enemies. The summoned monster appears where you designate and acts immediately on your turn. The called monster must be summoned in a body of water large enough to hold it. If it is summoned into a situation that will not support it, the summoning fails and the spell is wasted. The monster attacks your opponents to the best of its ability. If you can communicate with the monster, you can direct it not to attack particular enemies or to perform other actions. The summoned creature acts normally on the last round of the spell and disappears at the end of its turn.

The summoned monster gets a Will saving throw against the spell. If it succeeds, it may act as it chooses, which may include obeying or at least cooperating with the spellcaster, attacking the spellcaster, doing nothing, or merely leaving the area.

Choose a humanoid from the Call Aquatic Monster table. One specimen of that type answers the conjuration

Call Aquatic Monster
Animal Type
Source
Blood Kraken
CC
Elamosaurus
MM
Sea Lion
MM
Scrag (Troll)
MM
Water Elemental, Large
MM

Material component: A bit of dried meat, thrown into the water when the spell is cast.

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Campaign Design - Spells: Summon Nature's Ally IX

Summon Nature's Ally IX (adapted from the Player's Handbook)
Conjuration (Summoning)[see text]

Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One or more creatures, no two of which can be more than 30 feet apart
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell summons one creature from the 9th level list or 1d3 creatures of the same kind from the 8th level list or 1d4+1 creatures of the same kind from a lower level list. The creature or creatures appear where you designate and act immediately, on your turn. They attack your opponents to the best of their abilities. If you can communicate with the creature or creatures, you can direct them 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.

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.

The spell can conjure one creature from the 9th-level list below. 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 list are neutral unless otherwise noted.

Summon Nature's Ally, 9th Level List
  • Dinosaur - Seismosaurus
  • Dinosaur - Spinosaurus
  • Elemental, Elder - Air
  • Elemental, Elder - Earth
  • Elemental, Elder - Fire
  • Elemental, Elder - Water
  • Great Harrier [NG] 1
  • Grizzly Mastodon
  • Sprite - Pixie [NG, with sleep and memory loss arrows, can cast irrestistible dance] 1
  • Paraelemental, Elder - Ice
  • Paraelemental, Elder - Magma
  • Paraelemental, Elder - Ooze
  • Paraelemental, Elder - Smoke
  • Red Sundew
  • Unicorn, Celestial Charger [CG] 2
1 Can only be summoned by Good druids
2 Can only be summoned by Chaotic or Good druids


Alternatively, the spell can conjure 1d3 of the creatures from the 8th-level list below. 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 list are neutral unless otherwise noted.

Summon Nature's Ally, 8th Level List
  • Couatl [LG] 1
  • Dire Elephant
  • Hanid [CG] 2
  • Legendary Shark 3
  • Legendary Tiger
  • Muskhorn
  • Roc
  • Salamander, Noble [NE] 4
  • Squid, Giant 3
  • Tojanida, Elder 3
  • Tundra Lord
1 Can only be summoned by Good or Lawful druids
2 Can only be summoned by Chaotic or Good druids
3 Can only be summoned into an aquatic or watery environment

4 Can only be summoned by Evil druids

Alternatively, the spell can conjure 1d4+1 of the creatures from any of lists below. You choose which kind of creatures to summon, and you can change that choice each time you cast the spell. All the creatures on the list are neutral unless otherwise noted.

Summon Nature's Ally, 7th Level List
  • Arrowhawk, Elder
  • Cloudsting [CN] 1
  • Dinosaur - Tyrannosaurus
  • Dinosaur - Quetzalcoatlus
  • Dire Shark 2
  • Dire Tiger
  • Elemental, Greater - Air
  • Elemental, Greater - Earth
  • Elemental, Greater - Fire
  • Elemental, Greater - Water
  • Genie - Efreeti [LE] 3
  • Genie - Marid [CN] 1
  • Invisible Stalker
  • Legendary Bear
  • Paraelemental, Greater - Ice
  • Paraelemental, Greater - Magma
  • Paraelemental, Greater - Ooze
  • Paraelemental, Greater - Smoke
  • Sprite - Pixie [NG, with sleep arrows, cannot cast irresistible dance] 4
  • Squid, Giant 1
  • Treant [NG] 4
  • Whale, Chacalot 2
  • Xorn, Elder
1 Can only be summoned by Chaotic druids
2 Can only be summoned into an aquatic or watery environment
3 Can only be summoned by Evil or Lawful druids
4 Can only be summoned by Good druids


Summon Nature's Ally, 6th Level List
  • Belker [NE] 1
  • Dark Tree [NE] 1
  • Dinosaur - Allosaurus
  • Dinosaur - Megaraptor
  • Dinosaur - Triceratops
  • Dire Bear
  • Dire Elk
  • Elemental, Huge - Air
  • Elemental, Huge - Earth
  • Elemental, Huge - Fire
  • Elemental, Huge - Water
  • Elephant
  • Emperor Stag [LN] >2
  • Forge Wight
  • Genie - Dao [NE] 1
  • Girallon
  • Legendary Ape
  • Legendary Eagle
  • Legendary Wolf
  • Nymph [CG] 3
  • Octopus, Giant 4
  • Paraelemental, Huge - Ice
  • Paraelemental, Huge - Magma
  • Paraelemental, Huge - Ooze
  • Paraelemental, Huge - Smoke
  • Plant - Shambling Mound
  • Plant - Tendriculos
  • Sprite - Pixie [NG, no special arrows, cannot cast irresistible dance] 5
  • Salamander, Medium [NE] 1
  • Sleet Devil [NE] 1
  • Skyquill [NG] 5
  • Willow Tree Warrior
  • Whale, Baleen 3
  • Windrider [CE] 6
  • Xorn, Average
1 Can only be summoned by Evil druids
2 Can only be summoned by Lawful druids

3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned into an aquatic or watery environment
5 Can only be summoned by Good druids
6 Can only be summoned by Chaotic or Evil druids


Summon Nature's Ally, 5th Level List
  • Alaghi
  • Arrowhawk, Adult
  • Bear, Polar
  • Dinosaur - Elamosaurus 1
  • Dire Lion
  • Dire Snake
  • Diplacer Beast [LE] 2
  • Elemental, Large - Air
  • Elemental, Large - Earth
  • Elemental, Large - Fire
  • Elemental, Large - Water
  • Griffon
  • Genie - Djinn [CG] 3
  • Genie - Janni
  • Green Warder [CG] 3
  • Hamadryad
  • Owlbear
  • Paraelemental, Large - Ice
  • Paraelemental, Large - Magma
  • Paraelemental, Large - Ooze
  • Paraelemental, Large - Smoke
  • Peryton [CE] 4
  • Pyre [CN] 5
  • Rast
  • Rhinoceros
  • River Nymph [CN] 5
  • Satyr [CN, with pipes] 5
  • Shard Spider
  • Sirine [CN] 5
  • Thunder Kite
  • Tojanida, Adult 1
  • Triton [NG] 1 6
  • Whale, Orca 1
1 Can only be summoned into an aquatic of watery environment
2 Can only be summoned by Evil or Lawful druids
3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned by Chaotic or Evil druids
5 Can only be summoned by Chaotic druids
6 Can only be summoned by Good druids


Summon Nature's Ally, 4th Level List
  • Ankheg
  • Arrowhawk, Juvenile
  • Bear, Brown
  • Centaur [NG] 1
  • Crocodile, Giant
  • Desert Falcon [CN] 2
  • Dinosaur - Cryptoclidus
  • Dinosaur - Deinonychus
  • Dire Ape
  • Dire Boar
  • Dire Monitor
  • Dire Toad
  • Dire Wolverine
  • Dwarf Hound
  • Elemental, Medium - Air
  • Elemental, Medium - Earth
  • Elemental, Medium - Fire
  • Elemental, Medium - Water
  • Ice Serpent
  • Paraelemental, Medium - Ice
  • Paraelemental, Medium - Magma
  • Paraelemental, Medium - Ooze
  • Paraelemental, Medium - Smoke
  • Pegasus [CG] 3
  • Plant - Assassin Vine
  • Plant - Phantom Fungus
  • Plant - Violet Fungus
  • Plaguecat
  • Razorfin Dolphin [NE} 4
  • Rumbler
  • Salamander, Flamebrother [NE] 4
  • Sea Cat 5
  • Shark, Huge 5
  • Sprite - Nixie
  • Tiger
  • Tojanida, Juvenile 5
  • Unicorn [CG] 3
  • Unicorn, Black [CE] 6
  • Viper, Huge
  • Xorn, Minor
1 Can only be summoned by Good druids
2 Can only be summoned by Chaotic druids
3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned by Evil druids
5 Can only be summoned into an aquatic or watery environment
6 Can only be summoned by Chaotic or Evil druids


Summon Nature's Ally, 3rd Level List
  • Ape
  • Azer [LN] 1
  • Constrictor
  • Crescent Elk
  • Dire Weasel
  • Dire Wolf
  • Eagle, Giant [NG] 2
  • Elizonian Battle Dog
  • Frost Ape {CG] 3
  • Horse, Heavy War
  • Lightning Hawk
  • Lion
  • Magmin [CN] 4
  • Mephit - Air
  • Mephit - Dust
  • Mephit - Earth
  • Mephit - Fire
  • Mephit - Ice
  • Mephit - Magma
  • Mephit - Ooze
  • Mephit - Salt
  • Mephit - Steam
  • Mephit - Water
  • Night Terror 5
  • Owl, Giant [NG] 2
  • Satyr [CN, without pipes] 4
  • Shark, Large 6
  • Sprite - Grig [NG, with fiddle] 2
  • Thoqqua
  • Viper, Large
  • Vrail
1 Can only be summoned by Lawful druids
2 Can only be summoned by Good druids
3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned by Chaotic druids
5 Can only be summoned by Chaotic or Evil druids
6 Can only be summoned into an aquatic or watery environment


Summon Nature's Ally, 2nd Level List
  • Bear, Black
  • Bison
  • Blood Sprite [CE] 1
  • Boar
  • Camel
  • Cheetah
  • Crocodile
  • Dire Badger
  • Dire Bat
  • Dog, Riding
  • Dryad [CG] 2
  • Elemental, Small - Air
  • Elemental, Small - Earth
  • Elemental, Small - Fire
  • Elemental, Small - Water
  • Hippogriff
  • Horse, Heavy
  • Horse, Light War
  • Hybsil [NG] 3
  • Krenshar
  • Leopard
  • Lizard, Giant
  • Paraelemental, Small - Ice
  • Paraelemental, Small, Magma
  • Paraelemental, Small - Ooze
  • Paraelemental, Small - Smoke
  • Ruunk [CN] 4
  • Seaspark
  • Shark, Medium 5
  • Sprite - Grig [NG, no fiddle] 3
  • Squid 5
  • Viper, Medium
  • Wolverine
  • Worg [NE] 6
1 Can only be summoned by Chaotic or Evil druids
2 Can only be summoned by Chaotic or Good druids
3 Can only be summoned by Good druids
4 Can only be summoned by Chaotic druids
5 Can only be summoned into an aquatic or watery environment
6 Can only be summoned by Evil druids


Summon Nature's Ally, 1st Level List
  • Baboon
  • Badger
  • Dire Rat
  • Dog
  • Eagle
  • Hyena
  • Jermalaine [NE] 1
  • Monkey
  • Octopus 2
  • Owl
  • Porpoise 2
  • Stirge
  • Twig Blight [CE] 3
  • Viper, Small
  • Wolf
1 Can only be summoned by Evil druids.
2 Can only be summoned into an aquatic or watery environment
3 Can only be summoned by Chaotic or Evil druids.


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Campaign Design - Spells: Call Aquatic Humanoid II

Call Aquatic Humanoid II (from Relics & Rituals)
Conjuration (Summoning)

Level: Bard 6, Sorcerer/Wizard 6
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One or more summoned creatures, no two of which can be more than 30 feet apart
Duration: 1 round per caster level (D)
Saving Throw: See text
Spell Resistance: No

This spell calls one or more aquatic humanoids to attack your enemies. The summoned humanoids appear where you designate and act immediately on your turn. The called humanoids must be summoned in a body of water large enough to hold them. If they are summoned into a situation that will not support them, the summoning fails and the spell is wasted. The humanoids attack your opponents to the best of their ability. If you can communicate with the humanoids, you can direct them not to attack particular enemies or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The summoned humanoids get a Will saving throw against the spell. If they succeed, they may act as they choose, which may include obeying or at least cooperating with the spellcaster, attacking the spellcaster, doing nothing, or merely leaving the area.

Choose a humanoid from the Call Aquatic Humanoid II table, and roll the indicated die (if applicable) to determine how many appear.

Call Aquatic Humanoid II
Animal Type
Source
Number Conjured
Alligator Warrior
CC
1d2
Hag, Brine
CC
1
Hag, Sea
MM
1 + 1 per 3 caster levels
Kuo-Toa
MM
1d4 + 1 per 2 caster levels
Lizardfolk
MM
1d4 + 1 per 2 caster levels
Locothah
MM
1d6 + 1 per 2 caster levels
Merfolk
MM
1d12 + 1 per 2 caster levels
Piscean, Green
CC2
1
Sahuagin
MM
1d4 + 1 per 2 caster levels
Triton
MM
1 + 1 per 3 caster levels

Focus: A small conch shell, blown when the spell is cast.

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Campaign Design - Spells: Awaken Lesser Infernal Avatar

Awaken Lesser Infernal Avatar (adapted from Relics & Rituals)
Conjuration (Summoning) [Evil]

Level: Sorcerer/Wizard 6
Components: V, S, M, F
Casting Time: 1 minute
Range: Touch
Target, Effect, or Area: One summoned avatar
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: No

This spell temporarily gives a disembodied outsider physical form, giving one of the Lords of Hell form in the Three Worlds, briefly evading the Edict of Heaven. The summoned avatars have free will to pursue their personal agendas, but tend to be favorably inclined toward the summoner for the period of freedom the spell has provided.

The form of the summoned avatar depend upon the material components and focus used in the casting. lesser avatars tend to manifest as the creature types shown below, being specimens of maximum size, hit dice, and hit points for the advancement range of that creature type.

Awaken Lesser Infernal Avatar
Infernal LordAvatar FormSacrificeFocus Totem
BålFatlingMelonsA set of teeth from any Huge or larger creature
BelialHigh GorgonAny humanoidBelial's blood
HalpasStorm KinDebris from a building destroyed by a storm or natural disasterAn active storm or natural disaster
Iku-TyrmaBlood Kraken1,000 shillingsThe corpse of any aquatic aberration
KivutarSpirit of the PlagueAny sick living thingAny active epidemic

Material component: A sacrifice per the table above.

Focus: The spell must be cast during an event or with the use of a physical totemic object per the table above.

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Campaign Design - Spells: Summon Nature's Ally VIII

Summon Nature's Ally VIII (adapted from the Player's Handbook)
Conjuration (Summoning)[see text]

Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One or more creatures, no two of which can be more than 30 feet apart
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell summons one creature from the 8th level list or 1d3 creatures of the same kind from the 7th level list or 1d4+1 creatures of the same kind from a lower level list. The creature or creatures appear where you designate and act immediately, on your turn. They attack your opponents to the best of their abilities. If you can communicate with the creature or creatures, you can direct them 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.

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.

The spell can conjure one creature from the 8th-level list below. 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 list are neutral unless otherwise noted.

Summon Nature's Ally, 8th Level List
  • Couatl [LG] 1
  • Dire Elephant
  • Hanid [CG] 2
  • Legendary Shark 3
  • Legendary Tiger
  • Muskhorn
  • Roc
  • Salamander, Noble [NE] 4
  • Squid, Giant 3
  • Tojanida, Elder 3
  • Tundra Lord
1 Can only be summoned by Good or Lawful druids
2 Can only be summoned by Chaotic or Good druids
3 Can only be summoned into an aquatic or watery environment

4 Can only be summoned by Evil druids

Alternatively, the spell can conjure 1d3 of the creatures from the 7th-level list below. 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 list are neutral unless otherwise noted.

Summon Nature's Ally, 7th Level List
  • Arrowhawk, Elder
  • Cloudsting [CN] 1
  • Dinosaur - Tyrannosaurus
  • Dinosaur - Quetzalcoatlus
  • Dire Shark 2
  • Dire Tiger
  • Elemental, Greater - Air
  • Elemental, Greater - Earth
  • Elemental, Greater - Fire
  • Elemental, Greater - Water
  • Genie - Efreeti [LE] 3
  • Genie - Marid [CN] 1
  • Invisible Stalker
  • Legendary Bear
  • Paraelemental, Greater - Ice
  • Paraelemental, Greater - Magma
  • Paraelemental, Greater - Ooze
  • Paraelemental, Greater - Smoke
  • Sprite - Pixie [NG, with sleep arrows, cannot cast irresistible dance] 4
  • Squid, Giant 1
  • Treant [NG] 4
  • Whale, Chacalot 2
  • Xorn, Elder
1 Can only be summoned by Chaotic druids
2 Can only be summoned into an aquatic or watery environment
3 Can only be summoned by Evil or Lawful druids
4 Can only be summoned by Good druids


Alternatively, the spell can conjure 1d4+1 of the creatures from any of lists below. You choose which kind of creatures to summon, and you can change that choice each time you cast the spell. All the creatures on the list are neutral unless otherwise noted.

Summon Nature's Ally, 6th Level List
  • Belker [NE] 1
  • Dark Tree [NE] 1
  • Dinosaur - Allosaurus
  • Dinosaur - Megaraptor
  • Dinosaur - Triceratops
  • Dire Bear
  • Dire Elk
  • Elemental, Huge - Air
  • Elemental, Huge - Earth
  • Elemental, Huge - Fire
  • Elemental, Huge - Water
  • Elephant
  • Emperor Stag [LN] >2
  • Forge Wight
  • Genie - Dao [NE] 1
  • Girallon
  • Legendary Ape
  • Legendary Eagle
  • Legendary Wolf
  • Nymph [CG] 3
  • Octopus, Giant 4
  • Paraelemental, Huge - Ice
  • Paraelemental, Huge - Magma
  • Paraelemental, Huge - Ooze
  • Paraelemental, Huge - Smoke
  • Plant - Shambling Mound
  • Plant - Tendriculos
  • Sprite - Pixie [NG, no special arrows, cannot cast irresistible dance] 5
  • Salamander, Medium [NE] 1
  • Sleet Devil [NE] 1
  • Skyquill [NG] 5
  • Willow Tree Warrior
  • Whale, Baleen 3
  • Windrider [CE] 6
  • Xorn, Average
1 Can only be summoned by Evil druids
2 Can only be summoned by Lawful druids

3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned into an aquatic or watery environment
5 Can only be summoned by Good druids
6 Can only be summoned by Chaotic or Evil druids


Summon Nature's Ally, 5th Level List
  • Alaghi
  • Arrowhawk, Adult
  • Bear, Polar
  • Dinosaur - Elamosaurus 1
  • Dire Lion
  • Dire Snake
  • Diplacer Beast [LE] 2
  • Elemental, Large - Air
  • Elemental, Large - Earth
  • Elemental, Large - Fire
  • Elemental, Large - Water
  • Griffon
  • Genie - Djinn [CG] 3
  • Genie - Janni
  • Green Warder [CG] 3
  • Hamadryad
  • Owlbear
  • Paraelemental, Large - Ice
  • Paraelemental, Large - Magma
  • Paraelemental, Large - Ooze
  • Paraelemental, Large - Smoke
  • Peryton [CE] 4
  • Pyre [CN] 5
  • Rast
  • Rhinoceros
  • River Nymph [CN] 5
  • Satyr [CN, with pipes] 5
  • Shard Spider
  • Sirine [CN] 5
  • Thunder Kite
  • Tojanida, Adult 1
  • Triton [NG] 1 6
  • Whale, Orca 1
1 Can only be summoned into an aquatic of watery environment
2 Can only be summoned by Evil or Lawful druids
3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned by Chaotic or Evil druids
5 Can only be summoned by Chaotic druids
6 Can only be summoned by Good druids


Summon Nature's Ally, 4th Level List
  • Ankheg
  • Arrowhawk, Juvenile
  • Bear, Brown
  • Centaur [NG] 1
  • Crocodile, Giant
  • Desert Falcon [CN] 2
  • Dinosaur - Cryptoclidus
  • Dinosaur - Deinonychus
  • Dire Ape
  • Dire Boar
  • Dire Monitor
  • Dire Toad
  • Dire Wolverine
  • Dwarf Hound
  • Elemental, Medium - Air
  • Elemental, Medium - Earth
  • Elemental, Medium - Fire
  • Elemental, Medium - Water
  • Ice Serpent
  • Paraelemental, Medium - Ice
  • Paraelemental, Medium - Magma
  • Paraelemental, Medium - Ooze
  • Paraelemental, Medium - Smoke
  • Pegasus [CG] 3
  • Plant - Assassin Vine
  • Plant - Phantom Fungus
  • Plant - Violet Fungus
  • Plaguecat
  • Razorfin Dolphin [NE} 4
  • Rumbler
  • Salamander, Flamebrother [NE] 4
  • Sea Cat 5
  • Shark, Huge 5
  • Sprite - Nixie
  • Tiger
  • Tojanida, Juvenile 5
  • Unicorn [CG] 3
  • Unicorn, Black [CE] 6
  • Viper, Huge
  • Xorn, Minor
1 Can only be summoned by Good druids
2 Can only be summoned by Chaotic druids
3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned by Evil druids
5 Can only be summoned into an aquatic or watery environment
6 Can only be summoned by Chaotic or Evil druids


Summon Nature's Ally, 3rd Level List
  • Ape
  • Azer [LN] 1
  • Constrictor
  • Crescent Elk
  • Dire Weasel
  • Dire Wolf
  • Eagle, Giant [NG] 2
  • Elizonian Battle Dog
  • Frost Ape {CG] 3
  • Horse, Heavy War
  • Lightning Hawk
  • Lion
  • Magmin [CN] 4
  • Mephit - Air
  • Mephit - Dust
  • Mephit - Earth
  • Mephit - Fire
  • Mephit - Ice
  • Mephit - Magma
  • Mephit - Ooze
  • Mephit - Salt
  • Mephit - Steam
  • Mephit - Water
  • Night Terror 5
  • Owl, Giant [NG] 2
  • Satyr [CN, without pipes] 3
  • Shark, Large 6
  • Sprite - Grig [NG, with fiddle] 4
  • Thoqqua
  • Viper, Large
  • Vrail
1 Can only be summoned by Lawful druids
2 Can only be summoned by Good druids
3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned by Chaotic druids
5 Can only be summoned by Chaotic or Evil druids
6 Can only be summoned into an aquatic or watery environment


Summon Nature's Ally, 2nd Level List
  • Bear, Black
  • Bison
  • Blood Sprite [CE] 1
  • Boar
  • Camel
  • Cheetah
  • Crocodile
  • Dire Badger
  • Dire Bat
  • Dog, Riding
  • Dryad [CG] 2
  • Elemental, Small - Air
  • Elemental, Small - Earth
  • Elemental, Small - Fire
  • Elemental, Small - Water
  • Hippogriff
  • Horse, Heavy
  • Horse, Light War
  • Hybsil [NG] 3
  • Krenshar
  • Leopard
  • Lizard, Giant
  • Paraelemental, Small - Ice
  • Paraelemental, Small, Magma
  • Paraelemental, Small - Ooze
  • Paraelemental, Small - Smoke
  • Ruunk [CN] 4
  • Seaspark
  • Shark, Medium 5
  • Sprite - Grig [NG, no fiddle] 3
  • Squid 5
  • Viper, Medium
  • Wolverine
  • Worg [NE] 6
1 Can only be summoned by Chaotic or Evil druids
2 Can only be summoned by Chaotic or Good druids
3 Can only be summoned by Good druids
4 Can only be summoned by Chaotic druids
5 Can only be summoned into an aquatic or watery environment
6 Can only be summoned by Evil druids


Summon Nature's Ally, 1st Level List
  • Baboon
  • Badger
  • Dire Rat
  • Dog
  • Eagle
  • Hyena
  • Jermalaine [NE] 1
  • Monkey
  • Octopus 2
  • Owl
  • Porpoise 2
  • Stirge
  • Twig Blight [CE] 3
  • Viper, Small
  • Wolf
1 Can only be summoned by Evil druids.
2 Can only be summoned into an aquatic or watery environment
3 Can only be summoned by Chaotic or Evil druids.


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Campaign Design - Spells: Summon Dragon IV

Summon Dragon IV (adapted from Nyambe: African Adventures)
Conjuration (Summoning)[see text]

Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One or more summoned dragons, no two of which can be more than 30 feet apart
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell summons one or more dragons. This spell summons one dragon from the 4th level list, 1d3 dragons from the 3rd level list, or 1d4+1 dragons from a lower level list. 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 dragon, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned dragon acts normally on the last round of the spell and disappears at the end of its turn.

A summoned dragon cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Dragons 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, shadow, or water dragon, it is a spell of that type.

The spell conjures one of the dragons from the 4th-level list below. You choose which kind of dragon to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 4th Level List
  • Dragon, Black - Very Young [CE]
  • Dragon, Blue - Very Young [LE]
  • Dragon, Brass - Very Young [CG]
  • Dragon, Green - Very Young [LE]
  • Dragon, Red - Wyrmling [CE]
  • Pseudodragon [NG]
Alternatively, the spell can conjure 1d3 of the dragons from the 3rd-level list below. You choose which kind of dragons to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 3rd Level List
  • Dragon, Black - Wyrmling [CE]
  • Dragon, Blue - Wyrmling [LE]
  • Dragon, Brass - Wyrmling [CG]
  • Dragon, Bronze - Wyrmling [LG]
  • Dragon, Copper - Wyrmling [CG]
  • Dragon, Green - Wyrmling [LE]
Alternatively, the spell can conjure 1d4+1 of the dragons from one of the lists below. You choose which kind of dragons to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 2nd Level List
Summon Dragon, 1st Level List
Arcane Focus: A dragon scale.

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Campaign Design - Spells: Summon Dragon I

Summon Dragon I (adapted from Nyambe: African Adventures)
Conjuration (Summoning)[see text]

Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One summoned dragon
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a dragon. This spell summons one dragon from the 1st level list. 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 dragon, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned dragon acts normally on the last round of the spell and disappears art the end of its turn.

A summoned dragon cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Dragons 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, shadow, or water dragon, it is a spell of that type.

The spell conjures one of the dragons from the 1st-level list below. You choose which kind of dragon to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 1st Level List
Arcane Focus: A dragon scale.

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Campaign Design - Spells: Summon Dragon III

Summon Dragon III (adapted from Nyambe: African Adventures)
Conjuration (Summoning)[see text]

Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One or more summoned dragons, no two of which can be more than 30 feet apart
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell summons one or more dragons. This spell summons one dragon from the 3rd level list, 1d3 dragons from the 2nd level list, or 1d4+1 dragons from a lower level list. 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 dragon, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned dragon acts normally on the last round of the spell and disappears at the end of its turn.

A summoned dragon cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Dragons 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, shadow, or water dragon, it is a spell of that type.

The spell conjures one of the dragons from the 3rd-level list below. You choose which kind of dragon to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 3rd Level List
  • Dragon, Black - Wyrmling [CE]
  • Dragon, Blue - Wyrmling [LE]
  • Dragon, Brass - Wyrmling [CG]
  • Dragon, Bronze - Wyrmling [LG]
  • Dragon, Copper - Wyrmling [CG]
  • Dragon, Green - Wyrmling [LE]
Alternatively, the spell can conjure 1d3 of the dragons from the 2nd-level list below. You choose which kind of dragons to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 2nd Level List
Alternatively, the spell can conjure 1d4+1 of the dragons from the 1st-level list below. You choose which kind of dragons to summon, and you can change that choice each time you cast the spell.

Summon Dragon, 1st Level List
Arcane Focus: A dragon scale.

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Campaign Design - Spells: Summon Nature's Ally VII

Summon Nature's Ally VII (adapted from the Player's Handbook)
Conjuration (Summoning)[see text]

Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One or more creatures, no two of which can be more than 30 feet apart
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell summons one creature from the 7th level list or 1d3 creatures of the same kind from the 6th level list or 1d4+1 creatures of the same kind from a lower level list. The creature or creatures appear where you designate and act immediately, on your turn. They attack your opponents to the best of their abilities. If you can communicate with the creature or creatures, you can direct them 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.

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.

The spell can conjure one creature from the 7th-level list below. 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 list are neutral unless otherwise noted.

Summon Nature's Ally, 7th Level List
  • Arrowhawk, Elder
  • Cloudsting [CN] 1
  • Dinosaur - Tyrannosaurus
  • Dinosaur - Quetzalcoatlus
  • Dire Shark 2
  • Dire Tiger
  • Elemental, Greater - Air
  • Elemental, Greater - Earth
  • Elemental, Greater - Fire
  • Elemental, Greater - Water
  • Genie - Efreeti [LE] 3
  • Genie - Marid [CN] 1
  • Invisible Stalker
  • Legendary Bear
  • Paraelemental, Greater - Ice
  • Paraelemental, Greater - Magma
  • Paraelemental, Greater - Ooze
  • Paraelemental, Greater - Smoke
  • Sprite - Pixie [NG, with sleep arrows, cannot cast irresistible dance] 4
  • Squid, Giant 1
  • Treant [NG] 4
  • Whale, Chacalot 2
  • Xorn, Elder
1 Can only be summoned by Chaotic druids
2 Can only be summoned into an aquatic or watery environment
3 Can only be summoned by Evil or Lawful druids
4 Can only be summoned by Good druids


Alternatively, the spell can conjure 1d3 of the creatures from the 6th-level list below. 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 list are neutral unless otherwise noted.

Summon Nature's Ally, 6th Level List
  • Belker [NE] 1
  • Dark Tree [NE] 1
  • Dinosaur - Allosaurus
  • Dinosaur - Megaraptor
  • Dinosaur - Triceratops
  • Dire Bear
  • Dire Elk
  • Elemental, Huge - Air
  • Elemental, Huge - Earth
  • Elemental, Huge - Fire
  • Elemental, Huge - Water
  • Elephant
  • Emperor Stag [LN] >2
  • Forge Wight
  • Genie - Dao [NE] 1
  • Girallon
  • Legendary Ape
  • Legendary Eagle
  • Legendary Wolf
  • Nymph [CG] 3
  • Octopus, Giant 4
  • Paraelemental, Huge - Ice
  • Paraelemental, Huge - Magma
  • Paraelemental, Huge - Ooze
  • Paraelemental, Huge - Smoke
  • Plant - Shambling Mound
  • Plant - Tendriculos
  • Sprite - Pixie [NG, no special arrows, cannot cast irresistible dance] 5
  • Salamander, Medium [NE] 1
  • Sleet Devil [NE] 1
  • Skyquill [NG] 5
  • Willow Tree Warrior
  • Whale, Baleen 3
  • Windrider [CE] 6
  • Xorn, Average
1 Can only be summoned by Evil druids
2 Can only be summoned by Lawful druids

3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned into an aquatic or watery environment
5 Can only be summoned by Good druids
6 Can only be summoned by Chaotic or Evil druids


Alternatively, the spell can conjure 1d4+1 of the creatures from any of lists below. You choose which kind of creatures to summon, and you can change that choice each time you cast the spell. All the creatures on the list are neutral unless otherwise noted.

Summon Nature's Ally, 5th Level List
  • Alaghi
  • Arrowhawk, Adult
  • Bear, Polar
  • Dinosaur - Elamosaurus 1
  • Dire Lion
  • Dire Snake
  • Diplacer Beast [LE] 2
  • Elemental, Large - Air
  • Elemental, Large - Earth
  • Elemental, Large - Fire
  • Elemental, Large - Water
  • Griffon
  • Genie - Djinn [CG] 3
  • Genie - Janni
  • Green Warder [CG] 3
  • Hamadryad
  • Owlbear
  • Paraelemental, Large - Ice
  • Paraelemental, Large - Magma
  • Paraelemental, Large - Ooze
  • Paraelemental, Large - Smoke
  • Peryton [CE] 4
  • Pyre [CN] 5
  • Rast
  • Rhinoceros
  • River Nymph [CN] 5
  • Satyr [CN, with pipes] 5
  • Shard Spider
  • Sirine [CN] 5
  • Thunder Kite
  • Tojanida, Adult 1
  • Triton [NG] 1 6
  • Whale, Orca 1
1 Can only be summoned into an aquatic of watery environment
2 Can only be summoned by Evil or Lawful druids
3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned by Chaotic or Evil druids
5 Can only be summoned by Chaotic druids
6 Can only be summoned by Good druids


Summon Nature's Ally, 4th Level List
  • Ankheg
  • Arrowhawk, Juvenile
  • Bear, Brown
  • Centaur [NG] 1
  • Crocodile, Giant
  • Desert Falcon [CN] 2
  • Dinosaur - Cryptoclidus
  • Dinosaur - Deinonychus
  • Dire Ape
  • Dire Boar
  • Dire Monitor
  • Dire Toad
  • Dire Wolverine
  • Dwarf Hound
  • Elemental, Medium - Air
  • Elemental, Medium - Earth
  • Elemental, Medium - Fire
  • Elemental, Medium - Water
  • Ice Serpent
  • Paraelemental, Medium - Ice
  • Paraelemental, Medium - Magma
  • Paraelemental, Medium - Ooze
  • Paraelemental, Medium - Smoke
  • Pegasus [CG] 3
  • Plant - Assassin Vine
  • Plant - Phantom Fungus
  • Plant - Violet Fungus
  • Plaguecat
  • Razorfin Dolphin [NE} 4
  • Rumbler
  • Salamander, Flamebrother [NE] 4
  • Sea Cat 5
  • Shark, Huge 5
  • Sprite - Nixie
  • Tiger
  • Tojanida, Juvenile 5
  • Unicorn [CG] 3
  • Unicorn, Black [CE] 6
  • Viper, Huge
  • Xorn, Minor
1 Can only be summoned by Good druids
2 Can only be summoned by Chaotic druids
3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned by Evil druids
5 Can only be summoned into an aquatic or watery environment
6 Can only be summoned by Chaotic or Evil druids


Summon Nature's Ally, 3rd Level List
  • Ape
  • Azer [LN] 1
  • Constrictor
  • Crescent Elk
  • Dire Weasel
  • Dire Wolf
  • Eagle, Giant [NG] 2
  • Elizonian Battle Dog
  • Frost Ape {CG] 3
  • Horse, Heavy War
  • Lightning Hawk
  • Lion
  • Magmin [CN] 4
  • Mephit - Air
  • Mephit - Dust
  • Mephit - Earth
  • Mephit - Fire
  • Mephit - Ice
  • Mephit - Magma
  • Mephit - Ooze
  • Mephit - Salt
  • Mephit - Steam
  • Mephit - Water
  • Night Terror 5
  • Owl, Giant [NG] 2
  • Satyr [CN, without pipes] 4
  • Shark, Large 6
  • Sprite - Grig [NG, with fiddle] 2
  • Thoqqua
  • Viper, Large
  • Vrail
1 Can only be summoned by Lawful druids
2 Can only be summoned by Good druids
3 Can only be summoned by Chaotic or Good druids
4 Can only be summoned by Chaotic druids
5 Can only be summoned by Chaotic or Evil druids
6 Can only be summoned into an aquatic or watery environment


Summon Nature's Ally, 2nd Level List
  • Bear, Black
  • Bison
  • Blood Sprite [CE] 1
  • Boar
  • Camel
  • Cheetah
  • Crocodile
  • Dire Badger
  • Dire Bat
  • Dog, Riding
  • Dryad [CG] 2
  • Elemental, Small - Air
  • Elemental, Small - Earth
  • Elemental, Small - Fire
  • Elemental, Small - Water
  • Hippogriff
  • Horse, Heavy
  • Horse, Light War
  • Hybsil [NG] 3
  • Krenshar
  • Leopard
  • Lizard, Giant
  • Paraelemental, Small - Ice
  • Paraelemental, Small, Magma
  • Paraelemental, Small - Ooze
  • Paraelemental, Small - Smoke
  • Ruunk [CN] 4
  • Seaspark
  • Shark, Medium 5
  • Sprite - Grig [NG, no fiddle] 3
  • Squid 5
  • Viper, Medium
  • Wolverine
  • Worg [NE] 6
1 Can only be summoned by Chaotic or Evil druids
2 Can only be summoned by Chaotic or Good druids
3 Can only be summoned by Good druids
4 Can only be summoned by Chaotic druids
5 Can only be summoned into an aquatic or watery environment
6 Can only be summoned by Evil druids


Summon Nature's Ally, 1st Level List
  • Baboon
  • Badger
  • Dire Rat
  • Dog
  • Eagle
  • Hyena
  • Jermalaine [NE] 1
  • Monkey
  • Octopus 2
  • Owl
  • Porpoise 2
  • Stirge
  • Twig Blight [CE] 3
  • Viper, Small
  • Wolf
1 Can only be summoned by Evil druids.
2 Can only be summoned into an aquatic or watery environment
3 Can only be summoned by Chaotic or Evil druids.


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