Summon Monster II

Conjuration (Summoning) [see note]

Level: Bard 2, Cleric 2, Sorcerer 2, Wizard 2

Components: V, S, F/DF

Casting Time: 1 round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: No

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

The spell conjures one of the creatures from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. (See 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. For instance, a celestial porpoise may only be summoned in an aquatic environment.

Note: 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. For example, summon monster II is a chaotic and good spell when cast to summon a celestial eagle.

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

Source: Player’s Handbook (version 3.5), page 286.

Roll20 Macros

Arcane Version

Divine Version