Summon Monster II

Summon Monster II
Conjuration (summoning)
None
SR: No
V, S, F/DF (a tiny bag and a small candle)
1 round, 1 round/level, close
This spell functions like Summon Monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Effect: one summoned creature

Some conjuring spellcasters have mastered the art of transferring their summoning power into thrown splash-weapon potions. During the brewing process, a creature is summoned and stored inside the potion bottle in gaseous form. Upon release, the creature behaves as if it had been called by a Summon Monster spell or similar, treating and obeying the potion activator as the summoner. For the purposes of spells and magical items that determine the caster of a spell, however, the caster will still read as the initial summoner, rather than the person who activated the potion.
  The Mongrelfolk rebels use Summoning Potions containing illegally-summoned Divs in their terrorist attacks on the Noble District.
Professions
Antipaladin [2], Arcanist [2], Bard [2], Cleric [2], Medium [2], Oracle [2], Psychic [2], Skald [2], Sorcerer [2], Spiritualist [2], Summoner [2], Warpriest [2], Witch [2], Wizard [2].

Material Components
A tiny bag and a small candle.
Related School
Conjuration (creation)
Effect Duration
1 round/level
Effect Casting Time
1 round
Range
Close (25 ft. + 5 ft./2 levels)
Legality
Legal to know and use.
Note: Some of the summonable creatures may be illegal.