Savage Worlds is extremely limited on powers (spells) known. A starting character knows only 2 or 3 powers, and getting another 2 (3 for Wizard) requires blowing a precious edge on Extra Powers or to multiclass caster. The Advanced Players Guide bring back an old solution to this problem by (re)introducing the powers summon monster, summon nature's ally, and planar ally (which appears to just be a summoning spell now), This, the equally limited PP count, and the fact that spells don't scale by CL (Savage Worlds progression tends to make characters wider in power, not taller, as they advance) makes the ability to have some spells cast by summoned monsters even more useful than it is in normal Pathfinder.
Monsters with only self only powers won’t be listed, unless that power can still benefit a PC directly (detection, fly on something big enough to carry a human). Note that the restrictions on summoned monsters seen in normal Pathfinder (no summoning other monsters, no wishes) do not appear to exist in Savage Pathfinder.
It's worth noting the increased trait modifier can boost a summoned monster's arcane skill by one step per power point, without caring about the linked attribute. For non Wild Cards:
d8 to d10 adds 7.5% to odds of success, 12.5% to the chance of 6 (odds of success with a -2 penalty, such as from multiaction) and 17.5% to chance of raise
d10 to d12 adds 5% to success, 8.33% to the chance of 6, and 11.67% to chance of raise.
For Wild Cards monsters (Trumpet Archon, Balor, Pit Fiend, Night Hag), who benefit from the wild dice the impact is lower:
d8 to d10 adds 3.75% to odds of success, 10.41% to a 6, and 16.07% to raise
d10 to d12 add 2.5% to success, 6.95% to a 6, and 10.05% to raise.
If you spend the extra PP to increase the casting of one of these monsters, they should always be using multiaction to cast twice, be taking penalties to cast, or seeking a raise as the minor increase isn't really worth a PP otherwise.
Format
Name (WC indicates wild card)
RR:rank required to cast, PPR: Power Points Cost, ASD: arcane skill dice (MP indicates Mystic Powers, SLO indicates all powers are innate), PP: Monster’s PP .
Powers: List powers
IP: List innate abilities. For simplicity, this section also includes abilities that are effectively unique spells. These are always listed last.
(FD) after power indicates a power has a fixed descriptor, + indicates major innate.
Summon Monster
Lantern Archon
RR:N, PPC: 5, ASD: SLO, PP: SLO
IP: Bolt (FD, SL), detect evil, light (SL), speak language (SL), minor teleport (SL, greater, self)
Trumpet Archon (WC)
RR: V, PPC: 10, ASD: d10, PP: 25
banish, boost Trait, detect arcana, healing, planar travel, protection, resurrection, trumpet
IP: detect evil, light, relief, mind link, speak language (self only), teleport (greater, self)
Glabrezu
RR: V, PPC: 10, ASD: SLO, PP: SLO
Powers: Confusion, dispel, illusion (duplicate self only), teleport (greater, self), grant wish, reverse gravity
Succubus
RR: S, PPC: 6, ASD: SLO, PP: SLO
IP: Disguise+, empathy (Charm, duration of one week; Persuasion), puppet+, speak language+ (self), teleport (Greater, self), Profane Gift
Vrock
RR: S, PPC: 7, ASD: SLO, PP: SLO
IP: Illusion (duplicate self only), teleport (greater, self)
Bone Devil
RR: V, PPC, 8, ASD:d8, PP: 15
Powers: Barrier, illusion, invisibility
IP: Mind link, teleport (greater, self)
Ice Devil
RR: V, PPC: 8, ASD: d8, PP: 15
Powers: Barrier (FD), blast (FD), burst (FD), illusion
IP: mind link, teleport (greater, self)
Mephit
RR: N, PPC: 3, ASD: d8, PP:5
Powers:
Air: Deflection
Earth: Elemental Manipulation (earth only), growth
Fire: Bolt (FD), elemental manipulation (fire only)
Water: Bolt (FD)
IP: Mephit Summon (same type, once per day.), breath weapon
Summon Nature’s Ally
Cloud Giant
RR: V, PPC: 10, ASD: SLO, PP: SLO
IP: Fly (levitate, self), obscuring mist
Storm Giant
RR: V, PPC: 10, ASD: SLO, PP: SLO
IP: Fly (levitate, self), control weather (maintaining power long enough to activate requires 9 extra PP with concentration, 18 without)
Mephit
See Summon Monster
Pixie
RR: S, PPC: 6, ASD: d8, PP: 15
Powers: Confusion, dispel, entagle, light, protection
IP: Invisibility (self)
Satyr
RR: S, PPC: 5, ASD: d8, PP: 10
Powers: fear, summon ally (!)
IP: Puppet, slumber, sound,
Planar Ally
Hound Archon
RR:S, PPC: 6, ASD: SLO, PP: SLO
IP: Detect evil, light, mind link, speak language (self), shape change (dire wolf only, self), teleport (Greater, self)
Lantern Archon, Trumpet Archon: See Summon Monster
Asimar: Not a monster? (On possible list of summons, but no bestiary entity)
Balor (WC)
RR: H, PPC: 12, ASD: d10, PP: 20
Powers: Burst (FD), puppet, stun, telekinesis
IP: Dispel+, mind link, teleport (Great, Self), Summon (any demon besides Balor)
Glabrezu, Succubus, Vroc, Bone Devil, Ice Devil: See Summon Monster
Pit Fiend (WC)
RR: H, PPC: 13, ASD: d10, PP: 15
Powers: Barrier, blast (FD), deflection, illusion, invisibility, scrying
IP: Dispel+ (area, multiple powers), link link, teleport (Greater, self), wish+ (once per year), zombie+ (Permanent, five per day, no more than 20 at once), Summon (any devil, once per day)
Mephit: See Summon Monster
Night Hag (WC)
RR: H, PPC: 9, ASD: d8, PP: 10
Powers: Bolt, lower Trait
IP: Detect arcana+ (self, all Modifiers), disguise+ (self), intangibility, invisibility+ (self), slumber+, shape change+ (self, humanoid only), Dream haunting, sound bind
If 3+ hags are 4 yards of eachother, Arcane Mastery, and PP becomes 20 while following powers are gained
As a special case, Hags form a coven automatically when three are next to each other, each gaining benifits.
Night Hag (trio)
RR: H, PPC: 18, ASD: d10, PP:30
Powers: Arcane protection, baleful polymorph, bolt, curse, dispel, divination, elemental manipulation, lower trait, mind wipe, puppet, resurrection, scrying, zombie
Note: Arcane Mastery
Nightmare
RR: S, PPC: 6, ASD: SLO, PP: SLO
IP: Plane Shift (self plus rider)
Ogre Mage
RR: V, PP: 8, ASD: d8, PP: 10
Powers: Intangibility, puppet
IP: Darkness+, invisibility (self), Change Shape (needs spellcasting roll)
Rakshasa
RR: V, PP: 7, ASD: d10, PP: 20
Powers: Bolt, dispel, illusion, invisibility, puppet, protection
IP: Disguise (humanoid only, self), light, mind reading+ (arcane skill required), sound
Tiefling: Not a monster? (On possible list of summons, but no bestiary entity)