Summon Monster I

Conjuration (Summoning) [See Text]

Level:Bard 1, Cleric 1, Sorcerer 1, Summoner 1, Witch 1, Wizard 1
Components: V, S, F/DF (a tiny bag and a small candle)
Casting Time:1 round
Range:Close (25 ft. + 5 ft./2 levels)
Effect:One summoned creature
Duration:1 round/level (D)
Saving Throw:None
Spell Resistance:No
MonsterAlignment
Celestial dogLG
Celestial owlLG
Celestial giant fire beetleNG
Celestial porpoise1NG
Celestial badgerCG
Celestial monkeyCG
Fiendish dire ratLE
Fiendish ravenLE
Fiendish monstrous centipede, MediumNE
Fiendish monstrous scorpion, SmallNE
Fiendish hawkCE
Fiendish monstrous spider, SmallCE
Fiendish octopus1CE
Fiendish snake, Small viperCE
1. May be summoned only into an aquatic or watery environment.

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. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.