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Summon Beast

  • casting time Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

See Beastial Spirit Stat Block

Ranger Level 2 Conjuration

Spike Growth

  • casting time Action
  • range 150 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

seven thorns

The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.

Ranger Level 2 Transmutation

Silence

  • casting time Action or Ritual
  • range 120 feet

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Ranger Level 2 Illusion

Protection from Evil and Good

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Concentration up to 10 minutes

a flask of Holy Water worth 25+ GP, which the spell consumes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

As long as you are attuned to the Compass of the Indigo Twilight, you have this spell prepared and it can be cast as normal using any appropriate spell slot.

Magic from the Compass Level 1 Abjuration

Protection from Poison

  • casting time Action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Ranger Level 2 Abjuration

Pass without Trace

  • casting time Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

ashes from burned mistletoe

You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.

Ranger Level 2 Abjuration

Magic Weapon

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Ranger Level 2 Transmutation

Locate Object

  • casting time Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.

Ranger Level 2 Divination

Lesser Restoration

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Ranger Level 2 Abjuration

Ranger 2 Ranger 2
Ranger 2 Ranger 2
Ranger 2 Ranger 2
Magic Item Spell Magic Item Spell
Ranger 2 Ranger 2
Ranger 2 Ranger 2
Ranger 2 Ranger 2
Ranger 2 Ranger 2
Ranger 2 Ranger 2