Baldur's Gate 3

Baldur's Gate 3

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Mage Hand being once per short rest AND only ten turns is way too nerfed.
Really hope the rest bit at least gets removed. I've already noticed 'but what if I need it more later' syndrome creep in instead of experimenting.

It's such a bummer on what's otherwise a really cool cantrip.
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Showing 1-15 of 18 comments
Metallicus Aug 19, 2023 @ 11:40am 
Cantrips shouldn’t rely on a rest of any sort. Also, what can I’d do with ‘mage hand’. It seems useless to me.
Dr. Sinclair Aug 19, 2023 @ 11:41am 
hillariously enough, there is already a video of someone who somehow summoned like 30 mage hands at once and used them to completely cheese a fight lmao
on that note, dont forget mage hands can throw things!
Lavender Gooms Aug 19, 2023 @ 11:44am 
If the problem was monsters attacking the hand instead of party members, and another hand gets summoned next turn and repeat, the problem isn't that it can be summoned multiple times in a row. The problem is that monsters are targeting it.

Make it at-will again, make only one able to be summoned at a time, and lower its combat priority to the cellar. It's a utility spell, but it has no utility if you can only use it three times a day between naps.
Last edited by Lavender Gooms; Aug 19, 2023 @ 11:46am
DnD Detective Aug 19, 2023 @ 11:46am 
Originally posted by Metallicus:
Cantrips shouldn’t rely on a rest of any sort. Also, what can I’d do with ‘mage hand’. It seems useless to me.

Cast them the equivalent of a few turns before combat. Drop items on the ground (which doesn't take an action) and then have the mage hand throw them. Could be potions, grenades/bombs, etc.

Not to mention shoving and having enemies waste an attack to kill them.
Zedrin Aug 19, 2023 @ 12:11pm 
It was honestly kinda a weird decision to make mage hand a summon that can actually throw items, rather than a telekinesis-adjacent spell. It actually contributes to your health pool and action economy as a result.

With what it can do I can understand it being a short rest ability for balance, but it's really weird as a cantrip. (And I'd say guidance is still more powerful in a completely different regard, and that doesn't have a cooldown.)
zero Aug 19, 2023 @ 12:14pm 
to be fair, mage hand is also fairly busted in this game, all it takes is one shove on someone and you can outright kill them.

actual D&D magehand have very little combat use aside from say, pouring out a vial acid at someones feet, it couldn't attack or shove.

i feel like a once a day free stealth kill is a fair trade off, considering.
Morgian Aug 19, 2023 @ 12:17pm 
I could not get the spell to pick up an item or push a button thus far. Time I looked at the combat options. Didn't even occur to me, as you cannot to that in tabletop.
RoboSauce Aug 19, 2023 @ 12:23pm 
Larisn buffed mage hand to be an offensive weapon, then nerfed it because it's hard to take away something that became a meme. A good compromise: create a new cantrip called "Hand of Force" that acts like the current mage hand, and turn mage hand back to its former utility self with all the cast at will (obviously only one at a time) and the Legerdemain buffs.
ska.one Aug 19, 2023 @ 12:34pm 
I really wanted to play arcane trickster using mage hand for non-combat shenanigans at will. That's the whole the point to me - arcane trickster with mage hand legerdemain so you can steal ♥♥♥♥ and harass with your cantrip, though not necessarily throw weapons or grenades, and definitely not push opponents (unless they weighed less than 10 lbs. lol). I get that a lot of people in tabletop put GMs to the test and ask to do all sorts of things (e.g. steal nocked arrows, untie shoelaces, spill open backpacks), and that you couldn't possibly script the entirety of human imagination. But you can't even pickpocket or place items into people's inventories, making the class something very different while not wholly useless.
Dre G Writer Aug 19, 2023 @ 12:40pm 
I mainly use the mage hand to activate switches, close doors, throw AOE effects like grease/acid/water ect in combat. Dont want to waste any of my actions doing any of that, better to let the hand do that.

I've also heard people saying the mage hand could shove people off ledges and such. But im guessing they changed that because I dont see a shove icon for the mage hand. Guessing that was in early access or something.

And what happened to the hand being invisible??? did they take that away??? I remember the mage hand having the description that it was invisible to enemies. But its not any more. I cant use it to scout ahead anymore.
daveyfunk Aug 19, 2023 @ 12:41pm 
Originally posted by DnD Detective:
Originally posted by Metallicus:
Cantrips shouldn’t rely on a rest of any sort. Also, what can I’d do with ‘mage hand’. It seems useless to me.

Cast them the equivalent of a few turns before combat. Drop items on the ground (which doesn't take an action) and then have the mage hand throw them. Could be potions, grenades/bombs, etc.

Not to mention shoving and having enemies waste an attack to kill them.

This!!! Can also go into turn based mode on the periphery before entering a fight so not to waste turns. Then as the post above says...drop stuff around the hand to use after you initiate the fight

Has a lot of utility as an 'extra companion' if you can be bothered to set it all up
Calv Aug 19, 2023 @ 12:42pm 
I was really disappointed with Mage Hand and Summon Familiar for similar reasons.

They both seem to have diverged too much from the 5e uses to the point that they feel useless.
Not being able to make perception checks with a familiar or send them through small openings to explore kinda guts their usefulness.
UnholyDentist Aug 19, 2023 @ 12:43pm 
You also can't use it to open trapped chests to trigger them. Disappointed.
Lavender Gooms Aug 19, 2023 @ 12:47pm 
Why can you even shove with Mage Hand at all? It's not supposed to be able to attack, or even carry more than 10 pounds. It's solely for manipulating nonmagical things at a distance.

Or at least it's supposed to be.
Grumpy Old Guy Aug 19, 2023 @ 12:48pm 
I was confused by the changes in length of buffs too.

Shield of Faith (5e 10 mins) in game till next rest?
Divine Favor (5e 1 min) in game 3 rounds?

Same level spell.
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Date Posted: Aug 19, 2023 @ 11:39am
Posts: 18