See the Spells page for information about which spells have been modified from their Pathfinder versions.

The summoner's spell list in the Worlds of Adventure campaign (not including those spells which may be researched or discovered; see the Spells page for more information) is as follows (spells marked with an asterisk are from the Advanced Player's Guide):

0th levelacid splash, arcane mark, daze, detect magic, guidance, light, mage hand, mending, message, open/close, read magic, resistance.
1st levelalarm, daze monster, endure elements, enlarge person, expeditious retreat, feather fall, grease, identify, jump, mage armor, magic fang, magic mouth, mount, protection from chaos/evil/good/law, reduce person, rejuvenate eidolon (lesser)*, shield, summon monster I, unfetter*, unseen servant, ventriloquism.
2nd levelalter self, barkskin, blur, bull's strength, cat's grace, detect thoughts, evolution surge (lesser)*, glitterdust, haste, invisibility, levitate, misdirection, phantom steed, protection from arrows, see invisibility, slow, spider climb, summon eidolon*, summon monster II, summon swarm, wind wall.
3rd levelcharm monster, devolution*, dimension door, dimensional anchor, dispel magic, displacement, enlarge person (mass), Evard's black tentacles, evolution surge*, fire shield, fly, heroism, invisibility (greater), locate creature, magic circle against chaos/evil/ good/law, magic fang (greater), minor creation, nondetection, protection from cold, protection from fire, rage, reduce person (mass), rejuvenate eidolon*, stoneskin, summon monster IV, tongues, wall of fire, wall of ice, water breathing.
4th levelbaleful polymorph, contact other plane, dismissal, evolution surge (greater)*, hold monster, insect plague, Mordenkainen's faithful hound, magic jar, major creation, overland flight, planar binding (lesser), purified calling*, sending, summon monster V, teleport, transmogrify*, wall of stone.
5th levelbanishment, creeping doom, dispel magic (greater), ethereal jaunt, heroism (greater), invisibility (mass), planar binding, plane shift, repulsion, rejuvenate eidolon (greater)*, sequester, simulacrum, spell turning, summon monster VII, teleport (greater), true seeing, wall of iron.
6th levelantipathy, binding, charm monster (mass), dimensional lock, discern location, dominate monster, incendiary cloud, maze, planar binding (greater), protection from spells, summon monster VIII, sympathy, teleportation circle.


See the Spells page for information about how level 0 spells work in the Worlds of Adventure campaign.

Class abilities

Summoners do not gain the summon monster spell-like ability. Instead, a summoner gains each summon monster spell (up to summon monster VI) as a bonus spell known (which does not count against the summoner's limit of spells known), at the level when the summoner gains the ability to cast spells of that level. Higher-level summon monster spells (of 7th, 8th, and 9th levels) are considered to be on the summoner's spell list (for the purpose of using scrolls, etc.), but the summoner does not gain the ability to cast them.

When a summoner uses the merge forms ability, spell durations do not continue to expire, but are suspended; the spells' effects resume when the summoner emerges from the eidolon, lasting for the full duration that remained when the summoner merged his form.

A summoner normally cannot cast spells while merged with his eidolon. (However, he can cast spells that are modified by the Natural Spell metamagic feat.)


The maximum number of natural attacks that the eidolon is allowed to make with its natural weapons in a single round is 2, for a 1st-level summoner's eidolon. This maximum increases to 3 at 6th level, 4 at 11th level, and 5 at 16th level. An eidolon can possess more natural weapons than this, but cannot make more natural weapon attacks per round than this maximum. If the eidolon wields manufactured weapons, its weapon attacks count against this maximum number of attacks per round. (The haste spell and similar effects raise this maximum by 1.)

An eidolon has a number of points, equal to one-half the summoner's level (rounded down), which the summoner may allocate as he wishes between the eidolon's Strength and Dexterity scores. (For example, a 10th-level summoner would have 5 points to spend; he could use them all to increase the eidolon's Strength, all to increase the eidolon's Dexterity, allocate 2 points to Strength and 3 to Dexterity, or choose any other allocation.) The allocation of these points to the eidolon's ability can be changed whenever the summoner can select the eidolon's evolutions. This replaces the "Str/Dex Bonus" ability of the eidolon.

An eidolon some part of whose armor bonus has been allocated to armor (as opposed to natural armor) appears to be, and is considered to be, wearing steel armor, of a kind approximately appropriate to the amount of armor bonus the eidolon has. (For example, an eidolon with 2 points of armor bonus would appear to be wearing a light brigandine vest or barding, while an eidolon with 8 points of armor bonus might appear to be wearing full plate.) If an eidolon takes off its armor, the "armor" disappears; the eidolon can manifest the armor again as a swift action. If an eidolon's armor is damaged or destroyed, it cannot be repaired or replaced until the summoner rests for 8 hours, at which point the eidolon once more appears with an intact "suit" of armor.

Eidolons can never have a negative hit point total. If an eidolon's hit points drop to 0, the eidolon immediately disperses, and cannot be summoned again until the next day.

Eidolons heal naturally, at the same rate as the summoner. Effects that improve or reduce the summoner's rate of natural healing (such as use of the Heal? skill, or certain diseases or poisons) affect the eidolon's rate of natural healing in the same way (thus, for example, if another character uses the Heal? skill to allow the summoner to recover more hit points with a night's rest, both the summoner and the eidolon gain the benefit). Eidolons heal naturally even when dismissed (whether deliberately dismissed by the summoner, or automatically dismissed due to the summoner being killed or falling asleep or unconscious), but they do not heal naturally while dispersed due to being reduced to 0 hit points.

Any mental ability damage or drain inflicted on an eidolon, or which would be taken by the eidolon for any reason, affects the summoner instead. (This does not apply to penalties to mental ability scores, such as those caused by a ray of enfeeblement spell.)

Eidolons are not extraplanar (they are considered to be native to the same plane as the summoner), and thus cannot be dismissed or banished when on the summoner's home plane. However, a successful dispel magic cast on an eidolon suppresses it for 1d4 rounds, causing it to disappear; during this time, the eidolon cannot be re-summoned, even with a summon eidolon spell.

An eidolon's share spells ability works as follows (this replaces its listed description):

Share Spells (Ex): At the summoner's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her eidolon. The eidolon must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the eidolon if the eidolon moves farther than 5 feet away and will not affect the eidolon again, even if it returns to the summoner before the duration expires. Alternatively, the summoner may cast a spell with a target of “you” on her eidolon (as a spell with a range of touch) instead of on herself. This ability only affects spells that come from the summoner spell list. (This ability does not allow the summoner to affect her eidolon with spells that affect only creatures of a different type than the eidolon.)

Eidolon forms

The aquatic, biped, quadruped, and serpentine forms are allowed.

Eidolon evolutions

The following evolutions are available. Evolutions that have no explanatory text listed work as written in the Pathfinder rules.

1-point evolutions

Cold or fire only. The amount of resistance does not increase automatically with level. This evolution must be selected multiple times (applied to the same damage type) in order to gain greater resistance, and it may be taken no more than once for every 5 levels the summoner has.
This evolution may apply to the following skills only: Acrobatics, Athletics, Disguise?, Escape Artist?, Fly?, Listen?, Spot, Stealth?, Swim?.

2-point evolutions

This evolution may apply to the eidolon's mental ability scores only.

3-point evolutions

4-point evolutions

Cold or fire only.
An eidolon whose size is increased to Large gains a +4 bonus to Strength and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. (Its Constitution score does not change.) It gains a +5 bonus to its AC and attack rolls for combat maneuvers. All other effects of the size increase are as described in the Advanced Player's Guide.
An eidolon whose size is increased to Huge gains a +8 bonus to Strength and a +4 bonus to its natural armor. It takes a –4 penalty to its Dexterity. (Its Constitution score does not change.) It gains a +10 bonus to its AC and attack rolls for combat maneuvers. All other effects of the size increase are as described in the Advanced Player's Guide.

Summoner variant

No summoner variants are available.