Baldur's Gate 3 has a versatile magic system that includes different spells and cantrips that accommodate all kinds of situations. Drawing from Dungeons and Dragons' 5e spell list, the effects and usability of the spells are limited by in-game mechanics. For the most part, Baldur's Gate 3 does a great job of making the world reactive to almost any situation and spell. Unfortunately, Mage Hand, one of the most useful cantrips in Dungeons and Dragons, isn't nearly as useful in Baldur's Gate 3.

Mage Hand is a simple cantrip that allows the caster to summon a spectral hand within 30 feet of the caster. It can open and close doors, manipulate objects, stow or retrieve an item from a container, and other miscellaneous actions.

The Mage Hand can't attack, cast spells, carry more than 10 pounds of weight, or activate magic items.

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The Limits to Mage Hand in Baldur's Gate 3

While it seems like Mage Hand is limited, particularly in combat, it's a very useful and versatile cantrip that can be a game-changer, especially if used creatively. It's often used as a distraction, but many Dungeons and Dragons players have used it effectively in a variety of scenarios.

The limitations Mage Hand has inspires creativity, and its uses range from delivering potions to different party members across the battlefield while in combat, finding invisible enemies, disarming traps, and opening suspicious doors. This is easier to accommodate in a TTRPG setting because the only limitation is the imagination of the players, the rules of the cantrip, and the allowances of the DM.

Baldur's Gate 3, however, placed many gameplay limitations on Mage Hand. Additionally, despite being a cantrip, Mage Hand can only be cast once every short rest, making it very limited for no discernible reason. Arcane Tricksters can only cast Mage Hand once every long rest, a severe limitation on a spell that's usually incredibly useful for the class.

While limitations for cantrips that work like tools can encourage creativity, the limitation should be around their functionality and how they work, rather than giving it a limit that breaks the rule of the type of spell it is. Baldur's Gate 3's environments are incredibly reactive and the sheer potential of outcomes and player freedom is incredible across the board, so when spells and cantrips are hindered by meaningless limitations it makes them stand out all the more.

How Mage Hand Can Be Used in a Baldur's Gate 3 Sequel

The sequel to Baldur's Gate 3 needs to have more gameplay functionality and potential for cantrips like Mage Hand if they're to be included. Mage Hand in Baldur's Gate 3's sequel needs to be able to have greater interactivity with the environment, NPCs, have the option to be visible or invisible, and be able to interact with other friendly Mage Hands. Most importantly, Mage Hand needs to have the full functionality of a cantrip and have unlimited casting, rather than be cast once every short rest.

Mage Hand also needs to have better versatility for the Arcane Trickster. As a core cantrip of the class, limiting the cantrip to once per long rest is too restrictive for the class. Arcane Tricksters should be able to do more with the Mage Hand cantrip, such as carry more weight, interact with magical items, or create simple distractions. While some of these are possible to do in Baldur's Gate 3, the amount the Mage Hand can interact with the environment and the long rest restriction on Mage Hand limit its use.