Summon Nature's Ally I–IX was a series of increasingly powerful druid spells, some of which were also available to rangers and those divine spellcasters which were granted the animal domain.[1][2] Some druids could cast these spells without preparation by sacrificing a different spell to channel its energy into the summoning.[3]
Each spell summoned one or more natural creatures, including animals, elementals, fey, and magical beasts. The caster was not able to summon a creature into an environment that could not support it (for example, water-breathing creatures could not be summoned outside of water). When used to summon elemental, chaotic, lawful, evil, or good creatures, the spell itself adopted the same type as the creature.[1]
The spells included:
- Summon nature's ally I
- Summon nature's ally II
- Summon nature's ally III
- Summon nature's ally IV
- Summon nature's ally V
- Summon nature's ally VI
- Summon nature's ally VII
- Summon nature's ally VIII
- Summon nature's ally IX
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- ↑ 1.0 1.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 288. ISBN 0-7869-2886-7.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 186. ISBN 0-7869-2886-7.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 180. ISBN 0-7869-2886-7.