Why is Darkvision a 2nd level spell?


General Discussion

Liberty's Edge

I understand why darkvision is a 2nd level spell in Pathfinder but in Starfinder? Darkvision is a 200 credit add-on to armor. Why does a 4th level mystic have to burn their most powerful spell in order to emulate (for a shorter duration) an item that costs less than a lv 1 semi-automatic pistol?


Using an upgrade slot is the main cost. The spell is good once you are at high levels and a 2nd level spell slot is less valuable than an armor upgrade.

Scarab Sages Starfinder Design Lead

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I honestly waffled on the spell level for dark vision a lot during the design phase, for exactly the reasons you mention. We tried to balance senses, environmental protections, and movement options keeping in mind Starfinder's availability of such things, rather than Pathfinders.

In the end, the playtest feedback we got that spoke directly on this topic suggested that it was too universally selected as a 1st-level spell, and never selected as a 3rd level spell, and that left 2nd level. I considered making it 1st level and reducing the duration to 10 minutes/level, but ultimately decided this made more sense.


If its universally selected to that degree, I'd almost be tempted to nerf it a bit, but make it a 0th-level spell. It suggests the issue is that its provides a basic utility which is universally desirable for good adventure play. After all, its not like its getting picked because it lets you destroy the difficulty of broad swaths of encounters.


Making it universal kinda devalues the racial trait. Which... would be fine if that's your overall game philosophy. "Make lighting not a thing" is a perfectly legit way to play, but then don't weight races with Darkvision or Low Light Vision that much (or at all).

Making it a 2nd level spell lets the Dwarves and Half-Orcs and whatnot feel special for a couple starting levels.


Eh, it doesn't really devalue it more than the current tech options already do. You still would need to invest in a class with access to technomancer spells, and spend one of your spell picks on it. No different than investing a bit of credits on nightvision gear.


I find that the main drawback of not having Darkvision isn't the cost of the armor upgrade, but that you tie up an armor upgrade slot at low levels where they're usually quite hard to come by. Having to choose between Darkvision and Jump Jets is not an easy decision. :-/

Liberty's Edge

The argument that a level 2 to spell slot will eventually be less valuable than an armor slot, make sense I suppose. The hour/lvl duration also makes it a bit more worthwhile as a lvl 2 spell. Maybe a 10 min/lvl 1st level version of darkvision would be a worthwhile addition to a future sourcebook.


Starfinder Superscriber

This spell would be a lot more useful if it either gave you 60' of darkvision if you don't already have it, or extended your darkvision by 30' if you already do. Most of my star shamans have darkvision as a racial ability.

It would also be more useful as, like Life Bubble, it targeted the caster + party members. Even at higher levels, it's just not worth a daily spell slot compared to a Mind Thrust 2 or Mystic Cure 2.

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