Darkvision
- Level: 2
- School: Transmutation
- Class: Druid, Ranger, Sorcerer, Wizard
- Casting Time: Action
- Range: Touch
- Components: V, S, M (either a pinch of dried carrot or an agate)
- Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has Darkvision with a range of 60 feet.
Tactical Usage
Dark Vision Enhancement: Darkvision provides essential night vision capabilities for exploration and combat in dark environments. This 2nd-level transmutation spell excels at party preparation for underground or nighttime adventures.
Optimal Timing: Most effective before entering dark environments, during long rest preparation, or when planning night operations.
Resource Management: Uses a 2nd-level spell slot - available from character level 3+. 8-hour duration provides excellent value for extended adventuring.
Target Selection: Prioritize party members without natural darkvision, especially humans or other races dependent on light sources.
Spell Combinations
Synergistic Spells:
- Stealth Magic: Combine with pass without trace for comprehensive stealth operations
- Enhancement Magic: Layer with other sensory improvements for complete environmental awareness
- Utility Magic: Pair with silence for undetected night reconnaissance
Class Feature Interactions:
- Natural Darkvision: Can extend range or provide backup darkvision for party coordination
- Stealth Features: Enhanced night vision supports stealth and reconnaissance abilities
- Wilderness Skills: Rangers gain particular benefit from improved night operations
Multi-Caster Coordination: Multiple casters can ensure entire party has darkvision for coordinated night operations.
Material Component Details
Component Acquisition: Dried carrot or agate - carrots available from food suppliers, agates from gem dealers or natural deposits.
Component Handling: Choice of components allows flexibility. Neither component is consumed during casting.
Roleplay Opportunities: Carrot choice reflects practical approach, while agate suggests mystical traditions.
Economic Considerations: Minimal costs make this economically viable for regular use during dark environment exploration.
Creator Notes
Encounter Balancing: Party darkvision affects stealth encounters and exploration challenges in dark environments.
NPC Usage: Guards, scouts, or adventurers might use darkvision for night duties or underground work.
Environmental Considerations: Particularly valuable for underground exploration, night travel, or dark dungeon delving.
Campaign Integration: Essential preparation magic for campaigns involving significant underground or nighttime adventures.
Environmental Interactions
Terrain Effects: Touch range requires proximity for casting. Works in any environment where darkness presents challenges.
Weather Influence: Unaffected by weather but particularly valuable during cloudy nights or storms that block natural light.
Structural Interactions: Excellent for indoor exploration, cave systems, or underground complexes.
Elemental Interactions: Darkvision sees in darkness but doesn't penetrate magical darkness or illusions.
Common Rulings & Clarifications
Timing Questions: Action casting time with 8-hour duration. Can be cast during short or long rests.
Target Limitations: Must touch willing creature. Darkvision range is 60 feet in darkness.
Duration Interactions: 8 hours covers typical adventuring day or full night operations.
Mechanical Interactions: Grants darkvision if target lacks it, doesn't stack with existing darkvision.
Alternative Applications
Non-Combat Uses: Night watch duties, crafting in dark workshops, navigation during nighttime travel, or reading in dark conditions.
Social Encounters: Discrete observation during night social events, security work, or investigation activities.
Exploration Applications: Underground exploration, cave mapping, night travel, or searching dark ruins.
Utility Functions: Guard duties, nighttime crafting, astronomical observation, or emergency night operations.
Related Spells
Same School: Other transmutation spells like enhance ability (2nd level sense enhancement), spider climb (2nd level movement), fly (3rd level flight).
Similar Effects: light (cantrip illumination), continual flame (2nd level permanent light), true seeing (6th level ultimate vision).
Progression Options: light (cantrip basic illumination), darkvision (2nd level night vision), true seeing (6th level complete sight).
Complementary Magic: pass without trace (stealth enhancement), enhance ability (perception boost), detect magic (magical awareness).
Scaling Analysis
Level Progression: Remains valuable throughout campaigns for characters lacking natural darkvision capabilities.
Upcast Benefits: No improvement from higher spell slots, making this a pure 2nd-level utility investment.
Campaign Phases: Consistently useful across all levels for exploration and tactical preparation.
Comparative Value: Excellent utility magic that provides essential exploration capabilities for 8-hour duration.
Narrative Flavor
Casting Description: Mystical energy flows through your touch as the target's eyes briefly shimmer with enhanced sensitivity to darkness.
Effect Manifestation: The recipient's vision adapts to darkness as their eyes gain the ability to pierce shadows and see clearly in lightless environments.
Personal Style: Druids might channel natural nocturnal adaptation, wizards use precise optical enhancement, while sorcerers manifest instinctive sensory evolution.
World Integration: Represents practical enhancement magic available to wilderness experts and scholars, often associated with exploration magic, survival skills, or sensory augmentation traditions.