Summon Nature's Ally I
School conjuration (summoning); Level druid 1, ranger 1, shaman 1
CASTING
Casting Time 1 round
Components V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
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: Nature's Ally. 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.
Summon Nature's Ally II
School conjuration (summoning); Level druid 2, ranger 2, shaman 2
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.
Summon Nature's Ally III
School conjuration (summoning); Level druid 3, ranger 3, shaman 3
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
School conjuration (summoning); Level druid 4, ranger 4, shaman 4; Domain animal 4; Subdomain saurian 4
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 V
School conjuration (summoning); Level druid 5, shaman 5
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
School conjuration (summoning); Level druid 6, shaman 6
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
School conjuration (summoning); Level druid 7, shaman 7; Subdomain saurian 7
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
School conjuration (summoning); Level druid 8, shaman 8; Domain animal 8
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.
Summon Nature's Ally IX
School conjuration (summoning); Level druid 9, shaman 9
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.
*Alternative Summoning Options
The alternative summoning options presented here are most definitely not "core" rules as they are provided only as options in various Paizo Adventure Paths. In most cases the options are tied to specific types of gods, cults, or groups where the types of creatures are appropriate. For example, clerics of a snake-god gain various snakes as alternative summoning options. In most cases these alternatives should be relatively similar in power to other standard options. The Source column indicates which Adventure Path or specific book included that creature as an alternative summoning option. Consult your GM to determine if these alternative options are available in his or her campaign.