# Summon Beast
*2nd-level, Conjuration*
- **Casting time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP
- **Duration:** Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the [Bestial Spirit](bestial-spirit-xphb.md) 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](hit-points-xphb.md) or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your [Initiative](initiative-xphb.md) 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](actions.md#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.
**Classes**: [Bard](list-spells-classes-bard.md); [Druid](list-spells-classes-druid.md); [Ranger](list-spells-classes-ranger.md); [Bard (College of Lore)](list-spells-classes-bard-xphb-college-of-lore-xphb.md); [Wizard (Illusionist)](list-spells-classes-wizard-xphb-illusionist-xphb.md)
*Source: Player's Handbook (2024) p. 322*