Hi everyone. I've been lurking here unregistered for about a year now, and I've learned a lot. I just had to post when I saw this thread, though, so here I am, all signed up.
Just a few days ago, I noticed the exact same power boost in SNA over SM, since I was having all too much fun designing a clerical summoner using the new (to me) Thaumaturgist prestige class. After I had a nice little build, I thought, "Oh.. crap.. I wonder if summon monster was downtweaked." Well, anyway, I compared some stuff briefly and noted that druidic spontaneous SNA casting is pretty rocking.
Specifically, I saw the unicorn, and thought of a 7th level druid versus a 7th level cleric. At the end of the day, they can each swap out a 4th level spell to get some good ol' fashioned healing. The cleric does a Cure Critical on one target for 4d8+7... The druid summons a unicorn which he commands (in common) to heal multiple targets for a total of 5d8+20 (three cure lights and a cure moderate at CL 5). So the SNA spell is not only more useful, it's actually better at healing than a cleric's healing around that level (and you can compare higher SNA spells summoning multiple unicorns against higher healing spells as well).
Also, about memorizing neutralize poison instead of summoning the unicorn... The 'corn has 42 HP. One could use it for battle, then healing immediately afterwards, since it probably won't bite the dust. At 7th level, one o' them pointy horsies seems formidable to me. But I might just be crazy.
I thought that was pretty neat, so I looked for some more fun natural allies to summon.
SNAV can be used to summon a Janni for Speak with Animals (3/day) and Create Food and Water (1/day) at CL 7.
SNAV can also be used to summon a nixie for Charm Person, or more useful, Water Breathing (1/day) at CL 12.
At lower levels, the stuff you summon sometimes actually has a higher caster level than your own, which is also quite interesting. This next example takes the cake, for me:
SNAVII, a 7th level spell that can be cast by a 13th level druid. You can use it to summon a Djinni, which has CL 20 on the following:
Create Food and Water (1/day), Create Wine (1/day), Major Creation (1/day, with vegetable matter permanent), Persistent Image (1/day), and Wind Walk (1/day).
That Wind Walk can affect the Djinni itself and up to 6 other creatures for 20 hours. That alone is nice... Until you realize that Wind Walk is *also* a 7th level druid spell.
So you can either cast Wind Walk... Or you can cast SNAVII, get a Djinni, and effectively cast "Wind walk with dinner, salad, wine, pretty pictures, and a burly temporary bodyguard."
Who said airline fares were diminishing in quality, anyway?
As my final contribution for my first post ever, I'd like to point out that SNAIX can summon a grig. With a fiddle.
Maybe someone can help me out here... Explain to me -why in the world- the CR 1, two-Hit-point grig is accessable only with a 9th level spell. Oh, and it's not the Irresistable Dance... Since it's a freakin' DC 12 will save to resist (Yay, Otto's Resistable Dance...)
It makes me want to cry. I pined over the grig's SNAIX existence for quite a while, staring at the grig entry in the 3.5e SRD. I could only determine the following explanations. The designers threw grig on the list because of any or all of the following:
1) High level druids are bored of using their 9th level spells that kill everything, and would rather be totally ineffective in combat
2) All opponents of a high level druid summoning a grig are affected by Tasha's Hideous Laughter at the fact that it has exactly two hit points (DM Call)
3) The druid is in a bad mood and needs some lesser nature creature to step on
4) The wizard's toad familiar (that no longer makes his master Mr. Beefy) is hungry.
5) The designers realized they might've made a mistake like the Wind Walk thing, so they decided to pull down the power level of Summon Nature's Ally IX by making people like me cry when they read it.
Please. Someone relieve my pain. Tell me why.
Lurking in the bushes,
Thikket