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Index of Spells by Descriptor - S

Index of Spells by Descriptor - S

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Align Weapon
Transmutation [See Text] 1 standard action PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Chaos 2, Clr 2, Evil 2, Good 2, Law 2 V, S, DF
1 min./level Touch 5 minutes
Target: Weapon touched or 50 projectiles (all of which must be together at the time of casting)

Weapon becomes good, evil, lawful, or chaotic.

Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.

You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.

Animal Trance
Enchantment (Compulsion) [Mind-affecting] [Sonic] 1 standard action PRPG-O
Will negates - Yes Adp 2, Brd 2, Drd 2 V, S
Concentration Close General
Targets: Animals or magical beasts with Intelligence 1 or 2

Fascinates 2d6 HD of animals.

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

Blasphemy
Evocation [Evil] [Sonic] 1 standard action PRPG-O
Will partial - Yes Clr 7, Evil 7 V
Instant 40 ft. General
Area: Nonevil creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, weakens, or dazes nonevil subjects.

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HDEffect
Equal to caster levelDazed
Up to caster level –1Weakened, dazed
Up to caster level –5Paralyzed, weakened, dazed
Up to caster level –10Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Dazed : The creature can take no actions for 1 round, though it defends itself normally. Save negates.

Weakened : The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a –4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Darkness
Evocation [Darkness] 1 standard action PRPG-O
None - No Adp 2, Brd 2, Clr 2, Sor/Wiz 2 V, M/DF
1 min./level (D) Touch 4 hours
Target: Object touched

20-ft. radius of supernatural shadow.

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level thandarkness .

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Deeper Darkness
Evocation [Darkness] 1 standard action PRPG-O
None - No Adp 3, Clr 3, Darkness 3 V, M/DF
10 min./level (D) Touch 24 hours
Target: Object touched

Object sheds supernatural shadow in 60-ft. radius.

This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines.

This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.

Dictum
Evocation [Lawful] [Sonic] 1 standard action PRPG-O
None or Will negates; see text - Yes Clr 7, Law 7 V
Instant 40 ft. General
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, staggers, or deafens nonlawful targets.

Any nonlawful creature within the area of a dictum spell suffers the following ill effects.

HDEffect
Equal to caster levelDeafened
Up to caster level –1Staggered, deafened
Up to caster level –5Paralyzed, staggered, deafened
Up to caster level –10Killed, paralyzed, staggered, deafened

The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Deafened : The creature is deafened for 1d4 rounds. Save negates.

Staggered : The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum or not. The banishment effect allows a Will save (at a –4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by dictum.

Elemental Swarm
Conjuration (Summoning) [See Text] 10 minutes PRPG-O
None - No Air 9, Drd 9, Earth 9, Fire 9, Water 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 any 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.

Enthrall
Enchantment (Charm) [Language-dependent] [Mind-affecting] [Sonic] 1 round PRPG-O
Will negates; see text - Yes Brd 2, Clr 2, Nobility 2 V, S
1 hour or less Medium General
Targets: Any number of creatures

Captivates all within 100 ft. + 10 ft./level.

If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.

A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.

If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.

If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.

Holy Word
Evocation [Good] [Sonic] 1 standard action PRPG-O
Will partial - Yes Clr 7, Good 7 V
Instant 40 ft. General
Area: Nongood creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, blinds, or deafens nongood subjects.

Any nongood creature within the area of a holy word spell suffers the following ill effects.

HDEffect
Equal to caster levelDeafened
Up to caster level –1Blinded, deafened
Up to caster level –5Paralyzed, blinded, deafened
Up to caster level –10Killed, paralyzed, blinded, deafened

The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Deafened : The creature is deafened for 1d4 rounds. Save negates.

Blinded : The creature is blinded for 2d4 rounds. Save reduces the blinded effect to 1d4 rounds.

Paralyzed : The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word or not. The banishment effect allows a Will save (at a –4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by holy word.

Planar Ally (M)
Conjuration (Calling) [See Text] 10 minutes PRPG-O
None - No Clr 6 V, S, M, DF
Instant Close 24 hours
Effect: One or two called outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear
Materials: Offerings worth 1,250 gp plus payment

As lesser planar ally, but up to 12 HD.

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.

Greater Planar Ally (M)
Conjuration (Calling) [See Text] 10 minutes PRPG-O
None - No Clr 8 V, S, M, DF
Instant Close 24 hours
Effect: Up to three called outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
Materials: Offerings worth 2,500 gp plus payment

As lesser planar ally, but up to 18 HD.

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.

This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.

Lesser Planar Ally (M)
Conjuration (Calling) [See Text] 10 minutes PRPG-O
None - No Clr 4 V, S, M, DF
Instant Close 24 hours
Effect: One called outsider of 6 HD or less
Materials: Offerings worth 500 gp plus payment, see text

Exchange services with a 6 HD extraplanar creature.

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.

This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.

By casting this spell, you request your deity to send you an outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.

The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD.

A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.

At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

Note : When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Planar Binding
Conjuration (Calling) [See Text] 10 minutes PRPG-O
Will negates - No and yes; see text Sor/Wiz 6 V, S
Instant Close 24 hours
Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear

As lesser planar binding, but up to 12 HD.

This spell functions like lesser planar binding except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

Greater Planar Binding
Conjuration (Calling) [See Text] 10 minutes PRPG-O
Will negates - No and yes; see text Sor/Wiz 8 V, S
Instant Close 24 hours
Targets: Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.

As lesser planar binding, but up to 18 HD.

This spell functions like lesser planar binding except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

This spell functions like lesser planar binding except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

Lesser Planar Binding
Conjuration (Calling) [See Text] 10 minutes PRPG-O
Will negates - No and yes; see text Rune 5, Sor/Wiz 5 V, S
Instant Close ; see text 24 hours
Target: One elemental or outsider with 6 HD or less

Traps extraplanar creature of 6 HD or less until it performs a task.

This spell functions like lesser planar binding except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

This spell functions like lesser planar binding except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.

The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell's effect and can escape or attack you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions.

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

Shatter
Evocation [Sonic] 1 standard action PRPG-O
Will negates (object); Will negates (object) or Fortitude half; see text - Yes Brd 2, Clr 2, Destruction 2, Sor/Wiz 2 V, S, M/DF
Instant Close General
Area or Target: 5-ft.-radius spread; or one solid object or one crystalline creature

Sonic vibration damages objects or crystalline creatures.

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

Shout
Evocation [Sonic] 1 standard action PRPG-O
Fortitude partial or Reflex negates (object); see text - Yes (object) Brd 4, Destruction 5, Sor/Wiz 4 V
Instant 30 ft. General
Area: Cone-shaped burst

Deafens all within cone and deals 5d6 sonic damage.

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell.

Greater Shout
Evocation [Sonic] 1 standard action PRPG-O
Fortitude partial or Reflex negates (object); see text - Yes (object) Brd 6, Sor/Wiz 8 V
Instant 60 ft. General
Components:: V, S, F (a metal or ivory horn)

Devastating yell deals 10d6 sonic damage; stuns creatures.

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell.

This spell functions like shout except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

Song of Discord
Enchantment (Compulsion) [Mind-affecting] [Sonic] 1 standard action PRPG-O
Will negates - Yes Brd 5 V, S
1 round/level Medium General
Area: Creatures within a 20-ft.-radius spread

Forces targets to attack each other.

This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.

Sound Burst
Evocation [Sonic] 1 standard action PRPG-O
Fortitude partial - Yes Brd 2, Clr 2 V, S, F/DF
Instant Close General
Area: 10-ft.-radius spread

Deals 1d8 sonic damage to subjects; may stun them.

You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.

Summon Monster I
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Brd 1, Clr 1, Sor/Wiz 1 V, S, F/DF
1 round/level (D) Close General
Effect: One summoned creature

Summons extraplanar creature to fight for you.

Table: Summon Monster
1st LevelSubtype
Dire rat*
Dolphin*
Eagle*
Fire beetle*
Poisonous frog*
Pony (horse)*
Riding dog*
Viper (snake)*
2nd LevelSubtype
Ant, drone*
Elemental (Small)Elemental
Giant centipede*
Giant frog*
Giant spider*
Goblin dog*
Horse*
Hyena*
Lemure (devil)Evil, Lawful
Octopus*
Squid*
Wolf*
3rd LevelSubtype
Ant, soldier*
Ape*
Aurochs (herd animal)*
Boar*
Cheetah*
Constrictor snake*
Crocodile*
Dire bat*
Dretch (demon)Chaotic, Evil
Electric eel*
Giant lizard*
Lantern archonGood, Lawful
Leopard (cat)*
Shark*
Wolverine*
4th LevelSubtype
Bison (herd animal)*
Deinonychus (dinosaur)*
Dire ape*
Dire boar*
Dire wolf*
Elemental (Medium)Elemental
Giant scorpion*
Giant wasp*
Grizzly bear*
Hell houndEvil, Lawful
Hound archonGood, Lawful
Lion*
Mephit (any)Elemental
Pteranodon (dinosaur)*
Rhinoceros*
5th LevelSubtype
Ankylosaurus (dinosaur)*
Babau (demon)Chaotic, Evil
Bearded devilEvil, Lawful
Bralani azataChaotic, Good
Dire lion*
Elemental (Large)Elemental
Giant moray eel*
KytonEvil, Lawful
Orca (dolphin)*
SalamanderEvil
Woolly rhinoceros*
XillEvil, Lawful
6th LevelSubtype
Dire bear*
Dire tiger*
Elasmosaurus (dinosaur)*
Elemental (Huge)Elemental
Elephant*
Erinyes (devil)Evil, Lawful
Giant octopus*
Invisible stalkerAir
Lillend azataGood, Lawful
Shadow demonChaotic, Evil
Succubus (demon)Chaotic, Evil
Triceratops (dinosaur)*
7th LevelSubtype
BebelithChaotic, Evil
Bone devilEvil, Lawful
Brachiosaurus (dinosaur)*
Dire crocodile*
Dire shark*
Elemental (greater)Elemental
Giant squid*
Mastadon (elephant)*
Roc*
Tyrannosaurus (dinosaur)*
Vrock (demon)Chaotic, Evil
8th LevelSubtype
Barbed devilEvil, Lawful
Elemental (elder)Elemental
Hezrou (demon)Chaotic, Evil
9th LevelSubtype
Astral Deva (angel)Good
Ghaele azataChaotic, Good
Glabrezu (demon)Chaotic, Evil
Ice devilEvil, Lawful
Nalfeshnee (demon)Chaotic, Evil
Trumpet archonGood, Lawful
* This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.

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 Table 10–1. 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 Table 10–1 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.

Summon Nature's Ally III
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Drd 3, Rgr 3 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally 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 as you command.

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 that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. 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.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

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

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.

Summon Nature's Ally IV
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Animal 4, Drd 4, Rgr 4 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally 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 as you command.

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 that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. 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.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

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

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.

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.

Summon Nature's Ally IX
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Drd 9 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally 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 as you command.

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 that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. 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.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

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

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.

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.

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.

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.

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.

This spell functions like summon nature's 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.

This spell functions like summon nature's 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.

Summon Nature's Ally V
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Drd 5 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally 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 as you command.

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 that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. 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.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

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

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.

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.

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.

Summon Nature's Ally VI
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Drd 6 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally 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 as you command.

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 that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. 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.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

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

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.

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.

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.

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.

Summon Nature's Ally VII
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Drd 7 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally 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 as you command.

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 that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. 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.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

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

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.

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.

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.

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.

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.

Summon Nature's Ally VIII
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Animal 8, Drd 8 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally 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 as you command.

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 that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. 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.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

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

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.

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.

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.

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.

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.

This spell functions like summon nature's 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.

Sympathetic Vibration
Evocation [Sonic] 10 minutes PRPG-O
None; see text - Yes Brd 6 V, S, F
Up to 1 round/level Touch 12 hours
Target: One freestanding structure

Deals 2d10 damage/round to freestanding structure.

By attuning yourself to a freestanding structure, you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round per level. If the spell is cast upon a target that is not freestanding, the surrounding stone dissipates the effect and no damage occurs.

Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.

Wail of the Banshee
Necromancy [Death] [Sonic] 1 standard action PRPG-O
Fortitude negates - Yes Death 9, Repose 9, Sor/Wiz 9 V
Instant Close General
Target: One living creature/level within a 40-ft.-radius spread

Deals 10 damage/level to 1 creature/level.

When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.

Word of Chaos
Evocation [Chaotic] [Sonic] 1 standard action PRPG-O
None or Will negates; see text - Yes Chaos 7, Clr 7 V
Instant 40 ft. General
Area: Nonchaotic creatures in a 40-ft.-radius spread centered on you

Kills, confuses, stuns, or deafens nonchaotic subjects.

Any nonchaotic creature within the area of a word of chaos spell suffers the following ill effects, depending on their HD.

HDEffect
Equal to caster levelDeafened
Up to caster level –1Stunned, deafened
Up to caster level –5Confused, stunned, deafened
Up to caster level –10Killed, confused, stunned, deafened

The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Deafened : The creature is deafened for 1d4 rounds. Save negates.

Stunned : The creature is stunned for 1 round. Save negates.

Confused : The creature is confused for 1d10 minutes. This is a mind-affecting enchantment effect. Save reduces the confused effect to 1 round.

Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of chaos or not. The banishment effect allows a Will save (at a –4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by word of chaos.