Conjuration • Nature Summoning

Summon Nature’s Ally II

A wild hare in woodland representing the creatures called by Summon Nature's Ally II

Summon Nature’s Ally II calls one stronger natural ally or several weaker creatures to fight, scout or perform simple tasks for a short time. Pathfinder 1e and D&D 3.5e publish the spell directly. The Witch archive preserves an older Witch 2 listing, but that does not make it an official Pathfinder Witch spell.

Summon Nature’s Ally II at a Glance

5.5e / 2024 No SRD 5.2.1 spell by this name; use the edition’s current summoning spells.
5e / 2014 No core spell by this name.
Pathfinder 1e Druid 2, Hunter 2, Ranger 2, Shaman 2.
D&D 3.5e Druid 2, Ranger 2.
Legacy Witch archive Listed at Witch 2 as preserved campaign material.

Spell Rules by Edition







Summon Nature’s Ally II — 5.5e / 2024

Status: SRD 5.2.1 does not contain a spell by this name. Do not import the legacy creature lists, alignment descriptors or 1-round casting procedure into 5.5e automatically.

School Status only — no official SRD 5.2.1 entry
Level Not on the SRD spell list
Casting Time Use the chosen 5.5e summoning spell
Components Use the chosen 5.5e summoning spell
Range Use the chosen 5.5e summoning spell
Target/Effect No official effect by this name
Duration Use the chosen 5.5e summoning spell
Saving Throw Use the chosen 5.5e summoning spell
Spell Resistance Not used in this edition

Summon Nature’s Ally II — 5e / 2014

Status: there is no core 2014 spell by this name. Use the 2014 edition’s own conjuration and summoning spells rather than importing the older nature-ally tables.

Summon Nature’s Ally II — Pathfinder 1e

School Conjuration (summoning)
Level Druid 2, Hunter 2, Ranger 2, Shaman 2
Casting Time 1 round
Components V, S, DF
Range Close (25 ft. + 5 ft./2 levels)
Effect One 2nd-level creature or 1d3 1st-level creatures of the same kind
Duration 1 round/level (D)
Saving Throw None
Spell Resistance No

The summoned ally appears where you designate within range and acts immediately on your turn. It attacks your opponents unless you can communicate with it and direct it to do something else.

Summoned creatures cannot use summoning abilities of their own or use teleportation and planar-travel abilities. A creature cannot be summoned into an environment that cannot support it.

Summon Nature’s Ally II — D&D 3.5e

School Conjuration (Summoning)
Level Druid 2, Ranger 2
Casting Time 1 round
Components V, S, DF
Range Close (25 ft. + 5 ft./2 levels)
Effect One or more creatures, no two more than 30 ft. apart
Duration 1 round/level (D)
Saving Throw None
Spell Resistance No

The spell functions like Summon Nature’s Ally I except that you summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

What Changed?

  • 5.5e / 2024 and 5e / 2014: no official spell by this name is assumed.
  • Pathfinder 1e: later class lists add Hunter and Shaman alongside Druid and Ranger.
  • D&D 3.5e: the core class list is Druid 2 and Ranger 2.
  • Witch archive: Witch 2 remains a legacy campaign listing, not an official Pathfinder class assignment.

Using Summon Nature’s Ally II in Play

Choose the spell when action economy matters more than raw damage. One sturdier ally can block a passage, flank or absorb attacks; 1d3 weaker allies can occupy several enemies, threaten more squares or perform several simple tasks. Match the creature to the environment rather than treating the list as interchangeable statistics.

Counterplay, Limits and Related Spells

The 1-round casting time gives opponents a chance to disrupt the caster before the creature appears. The summon lasts only rounds per level, and unsuitable environments prevent particular creatures from being called. Under the legacy rules, Dispel Magic can end an ongoing summoned effect according to the edition’s normal dispelling rules.

See Summon Nature’s Ally I for the base summoning rules and Summon Nature’s Ally III for the next step in the legacy progression.

Rules Sources and Licensing

Pathfinder 1e rules follow the Pathfinder Roleplaying Game Core Rulebook spell progression. D&D 3.5e rules are preserved as legacy SRD-era material. Fifth-edition panels are status notes only and do not invent conversions.

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