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Darkvision

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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.

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.