Owen K. C. Stephens 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.
Metaphysician |
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.
Dracomicron |
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.
Arc Riley |
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.