Summon Nature's Ally IV

Schools: Conjuration (Summoning) [see text]
Level: Drd 4, Rgr 4
Components: V, S, DF
Casting Time: 1 full 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
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a natural creature. It appears there the character designates and acts immediately, on the character's turn. It attacks the character's opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 4th-level list on the Summon Nature's Ally table below, 1d3 creatures of the same type from the 3rd-level list, or 1d4+1 creatures of the came type from a lower level list. All the creatures on the table are neutral unless otherwise noted.

4th Level

Arrowhawk, Small

Assassin vine

Dire ape

Dire wolf

Giant eagle [chaotic good]

Giant owl [neutral good]

Grig (sprite) [without pipes, neutral good]

Lion (animal)

Phantom fungus

Tojanida, Small

Viper, Large (animal)

Xorn, Small

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