Index of Spells by Domain - Summoner

Deities: The Cults of the Dragon Below (NE), Trithereon (CG)

Name: Summoner

Granted Power: Add +2 to your caster level for all Conjuration (summoning) or Conjuration (calling) spells.

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Summon Monster I
Conjuration (Summoning) [Varies] 1 round SRD
None - No Arc 1, Blk 1, Brd 1, Clr 1, Dem 1, KotC 1, Portal 1, Sor/Wiz 1, Summoner 1, Wuj 1 V, S, F/DF
1 round/level (D) Close General
Effect: One summoned creature

Calls extraplanar creature to fight for you.

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

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

Summon Monster Alignment
Celestial dog LG
Celestial owl LG
Celestial giant fire beetle NG
Celestial porpoise (1) NG
Celestial badger CG
Celestial monkey CG
Fiendish dire rat LE
Fiendish raven LE
Fiendish Medium monstrous centipede NE
Fiendish Small monstrous scorpion NE
Fiendish hawk CE
Fiendish small monstrous spider CE
Fiendish octopus (1) CE
Fiendish small viper snake CE

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

Summon Monster II
Conjuration (Summoning) 1 round SRD
None - No Arc 2, Blk 2, Brd 2, Clr 2, Dem 2, KotC 2, Sor/Wiz 2, Summoner 2, Wuj 2 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list (Summon Monster I).

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

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

Summon Monster III
Conjuration (Summoning) 1 round SRD
None - No Arc 3, Blk 3, Brd 3, Clr 3, Dem 3, KotC 3, Sor/Wiz 3, Summoner 3, Wuj 3 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list (summon monster II), or 1d4+1 creatures of the same kind from the 1st-level list (summon monster I).

Summon MonsterAlignment
Celestial black bear LG
Celestial bison NG
Celestial dire badger CG
Celestial hippogriff CG
Small Air Elemental N
Small Earth Elemental N
Small Fire Elemental N
Small Water Elemental N
Fiendish ape LE
Fiendish dire weasel LE
Hellhound LE
Fiendish constrictor snake LE
Fiendish boar NE
Fiendish dire bat NE
Fiendish Huge monstrous centipede NE
Fiendish crocodile CE
Dretch (demon) CE
Fiendish Large viper snake CE
Fiendish wolverine CE
Lesser Planar Ally (XP)
Conjuration (Calling) [Varies] 10 minutes SRD
None - No APeace 4, Arc 4, Celestial 4, Clr 4, DrgBlw 4, Exalted Arcanist 4, Hth 4, KotC 4, Sin-L 4, Summoner 4 V, S, DF, XP
Instant Close 24 hours
Effect: One called elemental or outsider of 6 HD or less
XP Cost: 100 XP

Exchange services with a 6 HD extraplanar creature.

By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deitys 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 one 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.

Summon Monster V
Conjuration (Summoning) 1 round SRD
None - No Arc 5, Brd 5, Clr 5, Sor/Wiz 5, Summoner 5, Wuj 5 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list (summon monster IV, or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III).

Summon Monster Alignment
Hound Archon LG
Celestial brown bear LG
Celestial giant stag beetle NG
Celestial sea cat 1 NG
Celestial griffon CG
Medium Elemental (any) N
Medium Air Elemental N
Medium Earth Elemental N
Medium Fire Elemental N
Medium Water Elemental N
Achaierai LE
Bearded Devil LE
Fiendish deinonychus LE
Fiendish dire ape LE
Fiendish dire boar NE
Fiendish Huge shark NE
Fiendish Large monstrous scorpion NE
Shadow mastiff NE
Fiendish dire wolverine CE
Fiendish giant crocodile CE
Fiendish tiger CE

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

Planar Ally (XP)
Conjuration (Calling) [Varies] 10 minutes SRD
None - No APeace 6, Arc 6, Clr 6, DrgBlw 6, Exalted Arcanist 6, Hth 6, Summoner 6 V, S, DF, XP
Instant Close 24 hours
Effect: One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear
XP Cost: 250 XP.

As lesser planar ally, but up to 12 HD.

By casting this spell, you request your deity to send you an elemental or outsider (of 12 HD or less) of the deitys choice or two creatures of the same kind whose Hit Dice total no more than 12. 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 creatures 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 creatures 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 creatures called in order to bargain for their services.

The creatures called require a payment for their 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 creatures' alignment and goals. Regardless, this payment must be made before the creatures 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 one 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 creatures' 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.

Summon Monster VII
Conjuration (Summoning) 1 round SRD
None - No Arc 7, Clr 7, Sor/Wiz 7, Summoner 7, Wuj 7 V, S, F/DF
1 round/level (D) Close General
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Calls extraplanar creature to fight for you.

This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list (summon monster VI), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V).
Summon Monster Alignment
Celestial elephant LG
Avoral (guardinal) NG
Celestial baleen whale (1) NG
Djinni (genie) CG
Huge Elemental (any) N
Huge Air Elemental N
Huge Earth Elemental N
Huge Fire Elemental N
Huge Water Elemental N
Invisible stalker N
Bone Devil LE
Fiendish megaraptor LE
Fiendish Huge monstrous scorpion NE
Babau (demon) CE
Fiendish giant octopus 1 CE
Fiendish girallon CE

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

Greater Planar Ally (XP)
Conjuration (Calling) [Varies] 10 minutes SRD
None - No APeace 8, Arc 8, Clr 8, DrgBlw 8, Drow 8, Exalted Arcanist 8, Summoner 8 V, S, DF, XP
Instant Close 24 hours
Effect: Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
XP Cost: 500 XP

As lesser planar ally, but up to 18 HD.

By casting this spell, you request your deity to send you an elemental or outsider (of 18 HD or less) of the deitys choice or up to three creatures of the same kind whose Hit Dice total no more than 18. 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 creatures 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 creatures 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 creatures called in order to bargain for their services.

The creatures called require a payment for their 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 creatures' alignment and goals. Regardless, this payment must be made before the creatures 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 one 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 creatures' 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.

Gate (XP)
Conjuration (Creation or Calling) 1 standard action SRD
None - No APeace 9, Arc 9, Celestial 9, Clr 9, Demonic 9, Diabolic 9, DrgBlw 9, Drow 9, Glory 9, Hlr 9, Pact 9, Portal 9, Portal (alt) 9, Sor/Wiz 9, Summoner 9, Wuj 9 V, S, XP, text
Instant or concentration (up to 1 round/level); see text Medium General
Effect: See text
XP Cost: 1,000 XP (only for the calling creatures function).

Connects two planes for travel or summoning.

Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Second, you may then call a particular individual or kind of being through the gate.

The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (casters choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you-anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).

If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creatures help. The creature departs at the end of the spell.

If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the planar ally, lesser spell for appropriate rewards. (Some creatures may want their payment in livestock rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.