Conjuration (Summoning) [see note]
Level: Animal 4, Druid 4, Ranger 4
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
This spell summons one or more natural creatures. They appear where you designate and act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions.
A summoned creature 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 sea cat may only be summoned in an aquatic environment.
The spell conjures one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind on the Summon Nature’s Ally table 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 table are neutral unless otherwise noted.
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 nature’s ally IV is a chaotic and good spell when you cast it to summon a unicorn.
Source: Player’s Handbook (version 3.5), page 288.