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Spell: Mage Hand ~ Cantrip

evocation, magical, [see text]

  • Casting Time: 2 actions; Somatic and Verbal
  • Range: 30 feet
  • Target: 1 unattended object of Light Bulk or less
  • Duration: 1 minute per Proficiency Score (C+, D); see text

You create a single arcane hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you are levitating the object, you can move it in any direction. When you take an action to concentrate on the spell, you can move the object an additional 20 feet. When the spell ends, the object falls if it is in the air. Mage Hand is on the Arcane and Occult Spell Lists.

Heighten (+2): Gain new abilities.

Proficiency Score 4 and higher. You can use Helping Hand, Improvement 1, or Interposing Hand.

  • Helping Hand (illusion). You create a Small hand made of force. When you can this spell, you must designate a specific creature or a type of creature who becomes the target. The hand goes to find the target and searches for up to four hours in a 5-mile radius. If the hand finds the target, it beckons for them to follow and leads the target back to you. The target can choose to ignore the hand in which case the hand will continue to beckon until the spell ends. If the hand does not find the target within four hours, it returns to you before fading. Helping Hand has a duration of an hour per Proficiency Score, no concentration option, and is dismissible.
  • Improvement 1 (conjuration). When grasping an object, you can target an unattended object of 1 Bulk or less or an attended object of Light Bulk or less.
  • Interposing Hand (abjuration). You create a Large hand made of force. It has an AC equal to your Spell DC and Hardness and Toughness Scores equal to your Spell Attack. When you cast this option, you must select two creatures, one is designated as ally and the other as enemy. This hand appears between them and provides the Covered condition to the ally. It automatically moves to remain between them. The enemy must make an Athletics check against your Spell DC to be able to move through the hand.

Proficiency Score 8 and higher. You can use Clenched Fist, Forceful Hand, or Improvement 2.

  • Clenched Fist (conjuration). You create a Large hand made of force. It has an AC equal to your Spell DC and Hardness and Toughness Scores equal to your Spell Attack. When you spend an action to concentrate on the spell you can either move the hand up to 60 feet or Strike an adjacent creature or object. The attack uses your Spell Attack and is considered unarmed with a number of d8s force damage equal to a quarter of your Proficiency Score.
  • Forceful Hand (conjuration). You create a Large hand made of force. It has an AC equal to your Spell DC and Hardness and Toughness Scores equal to your Spell Attack. When you spend an action to concentrate on the spell you can either move the hand up to 60 feet or make a Combat Maneuver to Push an adjacent creature or object. The action uses your Spell Attack instead of Athletics.
  • Improvement 2 (conjuration). When grasping an object, you can target an unattended object of 1 Bulk or less within 60 feet or an attended object of 1 Bulk or less within 30 feet.

Proficiency Score 12 and higher. You can use Grasping Hand or Improvement 3.

  • Grasping Hand (conjuration). You create a Huge hand made of force. It has an AC equal to your Spell DC and Hardness and Toughness Scores equal to your Spell Attack. When you first cast this spell or spend an action to concentrate on the spell you can either move the hand up to 60 feet or make a Combat Maneuver to Grab an adjacent creature. The action uses your Spell Attack instead of Athletics and your Spell DC instead of an Athletics DC.
  • Improvement 3 (conjuration). When grasping an object, you can target an attended object of 1 Bulk or less within 60 feet.

Proficiency Score 16 and higher. You can use Crushing Hand.

  • Crushing Hand (conjuration). You create a Huge hand made of force. It has an AC equal to your Spell DC and Hardness and Toughness Scores equal to your Spell Attack. When you first cast this spell or spend an action to concentrate on the spell you can either move the hand up to 60 feet or make a Combat Maneuver to Grab an adjacent creature. The action uses your Spell Attack instead of Athletics and your Spell DC instead of an Athletics DC. If a Crushing Hand currently is inflicting the Grabbed condition on a creature, you can spend an action to concentrate on the spell and automatically deal a number of d10s bludgeoning damage equal to your Proficiency Score. This damage can instead count as force damage if a creature has immunity or resistance to bludgeoning damage.