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Mage Hand

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Mage Hand is a cantrip (Conjuration). It conjures a spectral hand that can interact with objects.

Description

Create a spectral hand that can manipulate and interact with objects.

Properties

Cost
Action
Details
Range: 18 m (60 ft) Range: 18 m (60 ft)
Recharge: Short rest Recharge: Short rest

Creature: Mage Hand (creature)

STR

10

DEX

10

CON

3
(-4)

INT

2
(-4)

WIS

1
(-5)

CHA

1
(-5)

Duration

10 turns

Hit Points

3

Armour Class

5

Size

Tiny

ShoveShove (Bonus Action)
Try to push your target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.
ThrowThrow (Action)
Throw a character or item from the world or your inventory.

How to learn

Classes: Races:

(Character level is the sum of all class levels for a multi-classed character.)

Granted by features:

Granted by items:

Other ways to learn:

Notes

  • This is the only cantrip with a limitation on how often it can be cast (once per short rest). This is somewhat in contradiction with the basic concept of cantrips. While Find FamiliarFind Familiar can also only be cast once per short rest, it is a spell, not a cantrip.
  • Githyanki and Arcane Tricksters can cast a special version of Mage Hand that is invisible.
    • The Githyanki version is obtained via a racial ability called Githyanki Psionics: Mage HandGithyanki Psionics: Mage Hand but can only be cast once per Long Rest.
    • With the Mage Hand LegerdemainMage Hand Legerdemain feature of Arcane Tricksters, the Hand is invisible and the summon duration is extended to be permanent (as shown above, it is normally 10 turns).
    • Although this ability is generally restricted to a single use per short rest, an Arcane Trickster can gain a second casting by acquiring the Mage Hand cantrip through an external source, such as the Magic Initiate feat or by multiclassing into another spellcasting class. Any version of the cantrip cast by an Arcane Trickster will benefit from Legerdemain enhancements, including permanency and invisibility. However, this redundancy can only be achieved once; the game's interface prevents selecting the same cantrip a third time through subsequent feats or classes. The specific order in which these versions are learned – whether from the subclass or the external source – does not change the outcome.
  • Hr'a'cknir Bracers allow the wearer to cast Mage Hand as a Bonus Action.
  • If the Hand throws a weapon marked as a Homing Weapon from the ground, the weapon will be instantly equipped to the caster of the Hand upon return, unequipping previous equipment. If the Hand throws a returning weapon from its own inventory, it will be equipped to the Hand (except Comeback Handaxe, which returns to inventory).
  • Mage hand can be used to effect in tandem with Spiked Bulbs and BOOOAL's BenedictionBOOOAL's Benediction to give AdvantageAdvantage in combat while not using valuable action resources of party members.
  • Mage Hand has two incantations: Veni Et Iuva Me, Latin for "come and help me", and Voco, Latin for "I call/summon".

Bugs

External links[edit section | visual editor]