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Mage Hand

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Mage Hand
  • Level: Cantrip
  • School: Conjuration
  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Tactical Usage

Mage Hand excels as a versatile utility cantrip that provides risk-free object manipulation at range, making it invaluable for trap detection and disarmament scenarios. Use it to trigger pressure plates, pull levers, and test suspicious mechanisms from a safe distance. In combat, employ the hand to retrieve dropped weapons, deliver potions to allies, or manipulate environmental elements like closing doors or extinguishing torches. The 30-foot range allows for battlefield control and positioning advantages, letting spellcasters affect the environment without exposing themselves to danger. The hand can retrieve ammunition, components, or tools during combat without requiring movement or provoking opportunity attacks. As a cantrip, it costs no spell slots and can be used repeatedly, making it one of the most resource-efficient spells available. The spectral hand can serve as a distraction, drawing enemy attention or creating false signals.

Spell Combinations

Mage Hand synergizes excellently with area-effect spells by positioning and triggering alchemical items like oil flasks or alchemist's fire at precise locations. Combine it with illusion spells to create more convincing phantasms by having visible objects move mysteriously. The hand works well with divination spells, allowing you to manipulate objects while scrying or investigating from afar. Pair it with Minor Illusion to create complex deceptions where illusory sounds accompany the hand's movements. Use it alongside Prestidigitation for elaborate magical performances or practical jokes. The spell complements stealth-based strategies, letting rogues or infiltrators manipulate objects without revealing their position. Combine with Message spell to coordinate complex operations where the hand performs actions while you communicate silently. The hand can position spell components or focuses for other spellcasters, enabling coordinated magical efforts.

Material Component Details

Mage Hand requires only verbal and somatic components, making it one of the most accessible spells in terms of casting requirements. The lack of material components means it can be cast even when bound or when component pouches are unavailable, though somatic components still require at least one free hand. The spell creates its own spectral implement, requiring no physical tools or resources. This makes it particularly valuable in situations where characters have been stripped of equipment or are operating under resource constraints. The spectral nature of the hand means it requires no maintenance, ammunition, or replacement parts. The hand's appearance can vary based on the caster's personality and magical style, from skeletal and sinister to elegant and refined. Some spellcasters develop signature appearances for their mage hands, making them recognizable to allies and enemies alike.

Creator Notes

Mage Hand represents one of the most open-ended and creative spells in the game, requiring careful consideration of its limitations to maintain game balance. The 10-pound weight limit prevents it from being used as a significant combat tool while still allowing meaningful utility applications. When players propose creative uses, consider the spell's intent as a utility tool rather than a combat ability. The hand cannot activate magic items, which prevents many potentially overpowered combinations with wands, scrolls, or other magical implements. Be prepared for players to test the boundaries of what constitutes attack actions versus manipulation. The spell's versatility means players will constantly discover new applications, so maintain consistency in rulings while encouraging creativity. Consider environmental challenges that specifically require the hand's unique capabilities to solve. The spell can significantly impact social encounters if used cleverly for sleight of hand or misdirection.

Environmental Interactions

The spectral hand can operate in environments that would be dangerous or impossible for living creatures, including areas with poisonous gas, extreme temperatures, or magical hazards. It passes through force effects and magical barriers that don't specifically block conjuration magic, though solid physical barriers still impede its movement. The hand can manipulate objects underwater without suffering penalties, as it doesn't need to breathe or worry about water resistance. In anti-magic fields or areas of magical suppression, the hand immediately vanishes and cannot be summoned. Strong winds or environmental effects don't typically affect the hand unless they specifically target magical constructs. The hand can operate in areas of magical darkness or other vision-impairing conditions, though the caster still needs some way to direct its actions effectively. The spectral nature means it doesn't leave fingerprints, footprints, or other physical evidence of its presence.

Common Rulings & Clarifications

The hand cannot attack, which includes using weapons, throwing objects as weapons, or taking actions intended to cause damage to creatures. It can manipulate objects that might incidentally cause harm, such as pulling a lever that triggers a trap, but cannot target creatures directly. The 10-pound weight limit applies to the total weight being manipulated, not per object, so multiple light items might exceed the limit when combined. The hand must remain within 30 feet of the caster at all times, vanishing if this distance is exceeded. Controlling the hand requires a Magic action on subsequent turns, meaning you cannot cast other spells in the same turn unless they are bonus action spells. The hand can perform simple manipulations but lacks the fine motor control for complex tasks like writing legibly or picking locks. Multiple castings don't create multiple hands; casting the spell again causes the previous hand to vanish.

Alternative Applications

Beyond its obvious utility applications, Mage Hand serves numerous creative purposes in social and exploration scenarios. Use it for impressive magical demonstrations during performances or to enhance storytelling with physical props and effects. The hand excels at creating alibis or misdirection during social encounters, making it appear you're in one location while actually somewhere else. It can serve as a silent communication tool, pointing to specific objects or areas to convey information without speaking. Use it to test food or drink for safety without risking poisoning, though it cannot detect magical effects. The hand can assist with crafting projects by holding tools or materials in precise positions while you work. It serves as an excellent method for passing notes or small objects discretely during meetings or negotiations. The spell proves invaluable for characters with physical limitations, providing manipulation capabilities that might otherwise be difficult or impossible.

Mage Hand belongs to the conjuration school's tradition of creating temporary tools and implements, sharing thematic elements with spells like Spiritual Weapon and Floating Disk. Compare it to Telekinesis, which provides more powerful object manipulation at higher levels but requires spell slot expenditure. The spell shares utility aspects with Prestidigitation and Thaumaturgy, though focusing specifically on physical manipulation rather than sensory effects. Unseen Servant provides similar utility but as a 1st-level spell with greater capabilities and duration. The hand complements rather than replaces physical tools, creating tactical decisions about when magical solutions are preferable to mundane ones. Consider it alongside other utility cantrips like Minor Illusion and Guidance for comprehensive out-of-combat versatility. The spell's conjuration nature connects it to other spells that create temporary constructs or implements, though most require higher spell slots.

Scaling Analysis

As a cantrip, Mage Hand maintains consistent utility throughout character progression without requiring spell slot investment or higher-level versions. Its value actually increases at higher levels as characters face more complex challenges that benefit from creative problem-solving approaches. The spell remains relevant because its utility applications scale with player creativity and problem-solving needs rather than raw mechanical power. At higher levels, the hand becomes more valuable for interacting with increasingly dangerous environments where sending the spectral hand is preferable to risking physical presence. The spell's utility increases when combined with higher-level spells that provide better information gathering or magical senses to direct the hand's actions. As characters acquire more magical items and tools, the hand's ability to manipulate them remotely becomes increasingly valuable. The spell never becomes obsolete because its fundamental utility - safe object manipulation at range - remains relevant throughout character progression.

Narrative Flavor

When cast, Mage Hand manifests as a translucent, ghostly appendage that shimmers with magical energy, its appearance often reflecting the caster's personality or magical tradition. A scholarly wizard might conjure an elegant, precise hand with long fingers perfect for handling delicate instruments, while a warlock's hand might appear more sinister with shadowy wisps trailing from its fingertips. The hand moves with purpose and intelligence, responding to the caster's mental commands with fluid, natural gestures. Its spectral nature allows it to seem solid when interacting with objects while remaining obviously magical in appearance. The hand might leave brief trails of magical energy as it moves, creating elegant patterns in the air that fade moments later. When manipulating objects, the hand demonstrates the same care and precision as the caster's own hands, reflecting their skill and personality in its movements. Upon dismissal or when the spell ends, the hand typically fades gracefully, sometimes offering a final gesture like a wave or bow before disappearing completely into sparkling motes of magical energy.