Level 2 Transmutation spell available to Druids, Rangers, Sorcerers, and Wizards. Touch a creature and it can see in the dark out to 12m until a Long Rest. It is a utility spell for a problem the game mostly solves for you by handing out Darkvision to half the playable races.
Spell description: Grant a creature the ability to see in the dark out to a range of 12m.
Spell properties
- Range: Melee: 1.5m (5ft)
- Duration: Long Rest
- Conditions applied: Can see in the dark out to a range of 12m.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Darkvision at higher levels provides no additional benefits.
How to obtain Darkvision
- Druid, Sorcerer, Wizard at Class level 3
- Ranger at Class level 5
Source items: Sunwalker’s Gift, Scroll of Darkvision, Elixir
DARKVISION
Level 2 Transmutation SpellGrant a creature the ability to see in the dark out to a range of 12m.
CONDITION: DARKVISION
Condition: Darkvision
- The creature can see in the dark out to 12m.
- Does not allow sight through magical darkness.
When to cast Darkvision
If you have a Human, a Halfling, or a Dragonborn in the party, they cannot see in the dark, and darkness in this game means Disadvantage on attacks and a walk into every trap you failed to spot. Darkvision fixes that for one slot per character per day.
The places it matters are the Underdark and the Shadow-Cursed Lands, where the light is bad for hours at a time. Cast it on the one party member who needs it before you go in and stop thinking about it.
It does nothing against magical Darkness, the spell, which is a different thing entirely. And a torch in the off-hand does most of the same job for free, so this is a spell of last resort rather than a daily ritual.
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