Can the Mage Hand cantrip feel?












10












$begingroup$


I've seen the debate on whether Mage Hand can be used without being seen or being cast in an area that cannot be seen by the caster, but my question is can you feel through the mage hand?



For example, a Mage Hand is cast and the caster has the mage hand travel around the corner to a shelf to grab a specific object? I've read that some DM's rule this as a Sleight Of Hand check with a blindness condition and thus disadvantage but that is assuming you can feel what the mage hand is grasping? Heck, if you can't feel the mage hand, you wouldn't even know if you were holding something in the mage hand without seeing it.



Obviously this ties in to being able to only use Mage Hand if you can see what you are manipulating. I love the flexibility of the spell and the imaginative ways it can be used, but it's also a cantrip that can break the game if not properly defined.










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  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    16 hours ago
















10












$begingroup$


I've seen the debate on whether Mage Hand can be used without being seen or being cast in an area that cannot be seen by the caster, but my question is can you feel through the mage hand?



For example, a Mage Hand is cast and the caster has the mage hand travel around the corner to a shelf to grab a specific object? I've read that some DM's rule this as a Sleight Of Hand check with a blindness condition and thus disadvantage but that is assuming you can feel what the mage hand is grasping? Heck, if you can't feel the mage hand, you wouldn't even know if you were holding something in the mage hand without seeing it.



Obviously this ties in to being able to only use Mage Hand if you can see what you are manipulating. I love the flexibility of the spell and the imaginative ways it can be used, but it's also a cantrip that can break the game if not properly defined.










share|improve this question









New contributor




VIP3Rss is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$












  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    16 hours ago














10












10








10





$begingroup$


I've seen the debate on whether Mage Hand can be used without being seen or being cast in an area that cannot be seen by the caster, but my question is can you feel through the mage hand?



For example, a Mage Hand is cast and the caster has the mage hand travel around the corner to a shelf to grab a specific object? I've read that some DM's rule this as a Sleight Of Hand check with a blindness condition and thus disadvantage but that is assuming you can feel what the mage hand is grasping? Heck, if you can't feel the mage hand, you wouldn't even know if you were holding something in the mage hand without seeing it.



Obviously this ties in to being able to only use Mage Hand if you can see what you are manipulating. I love the flexibility of the spell and the imaginative ways it can be used, but it's also a cantrip that can break the game if not properly defined.










share|improve this question









New contributor




VIP3Rss is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




I've seen the debate on whether Mage Hand can be used without being seen or being cast in an area that cannot be seen by the caster, but my question is can you feel through the mage hand?



For example, a Mage Hand is cast and the caster has the mage hand travel around the corner to a shelf to grab a specific object? I've read that some DM's rule this as a Sleight Of Hand check with a blindness condition and thus disadvantage but that is assuming you can feel what the mage hand is grasping? Heck, if you can't feel the mage hand, you wouldn't even know if you were holding something in the mage hand without seeing it.



Obviously this ties in to being able to only use Mage Hand if you can see what you are manipulating. I love the flexibility of the spell and the imaginative ways it can be used, but it's also a cantrip that can break the game if not properly defined.







dnd-5e spells cantrips






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VIP3Rss is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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edited 16 hours ago









V2Blast

24.2k381152




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asked 16 hours ago









VIP3RssVIP3Rss

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New contributor





VIP3Rss is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






VIP3Rss is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.












  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    16 hours ago


















  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    16 hours ago
















$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
16 hours ago




$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
16 hours ago










2 Answers
2






active

oldest

votes


















20












$begingroup$

No, mage hand has no ability to feel.



Spells do what they say they do.



The description of the mage hand cantrip says:




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



You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.



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




The spell doesn't describe any sensory capabilities. Thus, it has none. The caster must rely on their own senses. (Anything beyond that is up to DM fiat.)






share|improve this answer









$endgroup$









  • 1




    $begingroup$
    I personally have ruled with your answer but I've seen discussion that my players have brought up with regards to a point you choose. Essentially casting the hand behind a locked door and opening it, etc.
    $endgroup$
    – VIP3Rss
    16 hours ago






  • 5




    $begingroup$
    @VIP3Rss casting behind locked door has several issues, like line of sight and line of effect. Try searching this site, and maybe asking your own question for details.
    $endgroup$
    – Mołot
    16 hours ago










  • $begingroup$
    @V2Blast, done. I didn't think it worth a whole answer as it just built off of yours. As such, I did copy some of your text.
    $endgroup$
    – MivaScott
    5 hours ago










  • $begingroup$
    @Molot: I agree with you because the base rule for spellcasting mentions a clear path to the target so that is easy to clear up with the players.
    $endgroup$
    – VIP3Rss
    5 hours ago










  • $begingroup$
    @V2Blast: My player's contend that in order to achieve what the spell describes (retrieve an item from an open container) the hand must return tactile feel or you would have to be looking into the container.
    $endgroup$
    – VIP3Rss
    4 hours ago



















3












$begingroup$

RAW - No, mage hand has no ability to feel.



Say it with me, "Spells do what they say they do."



Per the description of mage hand:




You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.




The spell doesn't list any capabilities to feel.




However, RAP (Rules As Played) there has to be some tactile sensation.



Without senses, how would the caster know how much pressure to apply to the vial so it can be gripped without breaking? Or know that you have a firm grip on that door knob you're trying to open?



Specifically, the Arcane Trickster gains mage hand, and part of the additional tasks it can perform is:





  • You can use thieves’ tools to pick locks and disarm traps at range.




It would be virtually impossible to pick locks without the tactile feedback of feeling the tumblers "tumble" and when there is resistance in the mechanisms.



As a matter of playing, I rule that the hand cannot feel (and thus relate back) things like hot, cold, pain, wet, or windy. But it can still transfer pressure to the caster.






share|improve this answer











$endgroup$













  • $begingroup$
    Mage hand legerdemain is very different from standard mage hand.It does a lot of things the standard version can't.
    $endgroup$
    – NautArch
    5 hours ago












  • $begingroup$
    @NautArch, actually it's not different. Per the description, "...when you cast mage hand...". It doesn't say it's a new spell; it's the same spell with variation and more power. That doesn't invalidate the fact that even a normal mage hand should confer some level of tactile.
    $endgroup$
    – MivaScott
    5 hours ago










  • $begingroup$
    Okay, I guess I read it as the Legedermain ability allows it to do more and work differently so for me I can't compare the two or give mage hand abilities that only the Legerdemain provides.
    $endgroup$
    – NautArch
    5 hours ago










  • $begingroup$
    So it begs the question that maybe Mage Hand was intended to be an extension of your own hands with feeling (within the rules, no attacking, etc.)?
    $endgroup$
    – VIP3Rss
    4 hours ago










  • $begingroup$
    @VIP3Rss, that, is a question for a future Sage Advice.
    $endgroup$
    – MivaScott
    4 hours ago











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2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









20












$begingroup$

No, mage hand has no ability to feel.



Spells do what they say they do.



The description of the mage hand cantrip says:




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



You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.



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




The spell doesn't describe any sensory capabilities. Thus, it has none. The caster must rely on their own senses. (Anything beyond that is up to DM fiat.)






share|improve this answer









$endgroup$









  • 1




    $begingroup$
    I personally have ruled with your answer but I've seen discussion that my players have brought up with regards to a point you choose. Essentially casting the hand behind a locked door and opening it, etc.
    $endgroup$
    – VIP3Rss
    16 hours ago






  • 5




    $begingroup$
    @VIP3Rss casting behind locked door has several issues, like line of sight and line of effect. Try searching this site, and maybe asking your own question for details.
    $endgroup$
    – Mołot
    16 hours ago










  • $begingroup$
    @V2Blast, done. I didn't think it worth a whole answer as it just built off of yours. As such, I did copy some of your text.
    $endgroup$
    – MivaScott
    5 hours ago










  • $begingroup$
    @Molot: I agree with you because the base rule for spellcasting mentions a clear path to the target so that is easy to clear up with the players.
    $endgroup$
    – VIP3Rss
    5 hours ago










  • $begingroup$
    @V2Blast: My player's contend that in order to achieve what the spell describes (retrieve an item from an open container) the hand must return tactile feel or you would have to be looking into the container.
    $endgroup$
    – VIP3Rss
    4 hours ago
















20












$begingroup$

No, mage hand has no ability to feel.



Spells do what they say they do.



The description of the mage hand cantrip says:




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



You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.



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




The spell doesn't describe any sensory capabilities. Thus, it has none. The caster must rely on their own senses. (Anything beyond that is up to DM fiat.)






share|improve this answer









$endgroup$









  • 1




    $begingroup$
    I personally have ruled with your answer but I've seen discussion that my players have brought up with regards to a point you choose. Essentially casting the hand behind a locked door and opening it, etc.
    $endgroup$
    – VIP3Rss
    16 hours ago






  • 5




    $begingroup$
    @VIP3Rss casting behind locked door has several issues, like line of sight and line of effect. Try searching this site, and maybe asking your own question for details.
    $endgroup$
    – Mołot
    16 hours ago










  • $begingroup$
    @V2Blast, done. I didn't think it worth a whole answer as it just built off of yours. As such, I did copy some of your text.
    $endgroup$
    – MivaScott
    5 hours ago










  • $begingroup$
    @Molot: I agree with you because the base rule for spellcasting mentions a clear path to the target so that is easy to clear up with the players.
    $endgroup$
    – VIP3Rss
    5 hours ago










  • $begingroup$
    @V2Blast: My player's contend that in order to achieve what the spell describes (retrieve an item from an open container) the hand must return tactile feel or you would have to be looking into the container.
    $endgroup$
    – VIP3Rss
    4 hours ago














20












20








20





$begingroup$

No, mage hand has no ability to feel.



Spells do what they say they do.



The description of the mage hand cantrip says:




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



You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.



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




The spell doesn't describe any sensory capabilities. Thus, it has none. The caster must rely on their own senses. (Anything beyond that is up to DM fiat.)






share|improve this answer









$endgroup$



No, mage hand has no ability to feel.



Spells do what they say they do.



The description of the mage hand cantrip says:




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



You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.



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




The spell doesn't describe any sensory capabilities. Thus, it has none. The caster must rely on their own senses. (Anything beyond that is up to DM fiat.)







share|improve this answer












share|improve this answer



share|improve this answer










answered 16 hours ago









V2BlastV2Blast

24.2k381152




24.2k381152








  • 1




    $begingroup$
    I personally have ruled with your answer but I've seen discussion that my players have brought up with regards to a point you choose. Essentially casting the hand behind a locked door and opening it, etc.
    $endgroup$
    – VIP3Rss
    16 hours ago






  • 5




    $begingroup$
    @VIP3Rss casting behind locked door has several issues, like line of sight and line of effect. Try searching this site, and maybe asking your own question for details.
    $endgroup$
    – Mołot
    16 hours ago










  • $begingroup$
    @V2Blast, done. I didn't think it worth a whole answer as it just built off of yours. As such, I did copy some of your text.
    $endgroup$
    – MivaScott
    5 hours ago










  • $begingroup$
    @Molot: I agree with you because the base rule for spellcasting mentions a clear path to the target so that is easy to clear up with the players.
    $endgroup$
    – VIP3Rss
    5 hours ago










  • $begingroup$
    @V2Blast: My player's contend that in order to achieve what the spell describes (retrieve an item from an open container) the hand must return tactile feel or you would have to be looking into the container.
    $endgroup$
    – VIP3Rss
    4 hours ago














  • 1




    $begingroup$
    I personally have ruled with your answer but I've seen discussion that my players have brought up with regards to a point you choose. Essentially casting the hand behind a locked door and opening it, etc.
    $endgroup$
    – VIP3Rss
    16 hours ago






  • 5




    $begingroup$
    @VIP3Rss casting behind locked door has several issues, like line of sight and line of effect. Try searching this site, and maybe asking your own question for details.
    $endgroup$
    – Mołot
    16 hours ago










  • $begingroup$
    @V2Blast, done. I didn't think it worth a whole answer as it just built off of yours. As such, I did copy some of your text.
    $endgroup$
    – MivaScott
    5 hours ago










  • $begingroup$
    @Molot: I agree with you because the base rule for spellcasting mentions a clear path to the target so that is easy to clear up with the players.
    $endgroup$
    – VIP3Rss
    5 hours ago










  • $begingroup$
    @V2Blast: My player's contend that in order to achieve what the spell describes (retrieve an item from an open container) the hand must return tactile feel or you would have to be looking into the container.
    $endgroup$
    – VIP3Rss
    4 hours ago








1




1




$begingroup$
I personally have ruled with your answer but I've seen discussion that my players have brought up with regards to a point you choose. Essentially casting the hand behind a locked door and opening it, etc.
$endgroup$
– VIP3Rss
16 hours ago




$begingroup$
I personally have ruled with your answer but I've seen discussion that my players have brought up with regards to a point you choose. Essentially casting the hand behind a locked door and opening it, etc.
$endgroup$
– VIP3Rss
16 hours ago




5




5




$begingroup$
@VIP3Rss casting behind locked door has several issues, like line of sight and line of effect. Try searching this site, and maybe asking your own question for details.
$endgroup$
– Mołot
16 hours ago




$begingroup$
@VIP3Rss casting behind locked door has several issues, like line of sight and line of effect. Try searching this site, and maybe asking your own question for details.
$endgroup$
– Mołot
16 hours ago












$begingroup$
@V2Blast, done. I didn't think it worth a whole answer as it just built off of yours. As such, I did copy some of your text.
$endgroup$
– MivaScott
5 hours ago




$begingroup$
@V2Blast, done. I didn't think it worth a whole answer as it just built off of yours. As such, I did copy some of your text.
$endgroup$
– MivaScott
5 hours ago












$begingroup$
@Molot: I agree with you because the base rule for spellcasting mentions a clear path to the target so that is easy to clear up with the players.
$endgroup$
– VIP3Rss
5 hours ago




$begingroup$
@Molot: I agree with you because the base rule for spellcasting mentions a clear path to the target so that is easy to clear up with the players.
$endgroup$
– VIP3Rss
5 hours ago












$begingroup$
@V2Blast: My player's contend that in order to achieve what the spell describes (retrieve an item from an open container) the hand must return tactile feel or you would have to be looking into the container.
$endgroup$
– VIP3Rss
4 hours ago




$begingroup$
@V2Blast: My player's contend that in order to achieve what the spell describes (retrieve an item from an open container) the hand must return tactile feel or you would have to be looking into the container.
$endgroup$
– VIP3Rss
4 hours ago













3












$begingroup$

RAW - No, mage hand has no ability to feel.



Say it with me, "Spells do what they say they do."



Per the description of mage hand:




You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.




The spell doesn't list any capabilities to feel.




However, RAP (Rules As Played) there has to be some tactile sensation.



Without senses, how would the caster know how much pressure to apply to the vial so it can be gripped without breaking? Or know that you have a firm grip on that door knob you're trying to open?



Specifically, the Arcane Trickster gains mage hand, and part of the additional tasks it can perform is:





  • You can use thieves’ tools to pick locks and disarm traps at range.




It would be virtually impossible to pick locks without the tactile feedback of feeling the tumblers "tumble" and when there is resistance in the mechanisms.



As a matter of playing, I rule that the hand cannot feel (and thus relate back) things like hot, cold, pain, wet, or windy. But it can still transfer pressure to the caster.






share|improve this answer











$endgroup$













  • $begingroup$
    Mage hand legerdemain is very different from standard mage hand.It does a lot of things the standard version can't.
    $endgroup$
    – NautArch
    5 hours ago












  • $begingroup$
    @NautArch, actually it's not different. Per the description, "...when you cast mage hand...". It doesn't say it's a new spell; it's the same spell with variation and more power. That doesn't invalidate the fact that even a normal mage hand should confer some level of tactile.
    $endgroup$
    – MivaScott
    5 hours ago










  • $begingroup$
    Okay, I guess I read it as the Legedermain ability allows it to do more and work differently so for me I can't compare the two or give mage hand abilities that only the Legerdemain provides.
    $endgroup$
    – NautArch
    5 hours ago










  • $begingroup$
    So it begs the question that maybe Mage Hand was intended to be an extension of your own hands with feeling (within the rules, no attacking, etc.)?
    $endgroup$
    – VIP3Rss
    4 hours ago










  • $begingroup$
    @VIP3Rss, that, is a question for a future Sage Advice.
    $endgroup$
    – MivaScott
    4 hours ago
















3












$begingroup$

RAW - No, mage hand has no ability to feel.



Say it with me, "Spells do what they say they do."



Per the description of mage hand:




You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.




The spell doesn't list any capabilities to feel.




However, RAP (Rules As Played) there has to be some tactile sensation.



Without senses, how would the caster know how much pressure to apply to the vial so it can be gripped without breaking? Or know that you have a firm grip on that door knob you're trying to open?



Specifically, the Arcane Trickster gains mage hand, and part of the additional tasks it can perform is:





  • You can use thieves’ tools to pick locks and disarm traps at range.




It would be virtually impossible to pick locks without the tactile feedback of feeling the tumblers "tumble" and when there is resistance in the mechanisms.



As a matter of playing, I rule that the hand cannot feel (and thus relate back) things like hot, cold, pain, wet, or windy. But it can still transfer pressure to the caster.






share|improve this answer











$endgroup$













  • $begingroup$
    Mage hand legerdemain is very different from standard mage hand.It does a lot of things the standard version can't.
    $endgroup$
    – NautArch
    5 hours ago












  • $begingroup$
    @NautArch, actually it's not different. Per the description, "...when you cast mage hand...". It doesn't say it's a new spell; it's the same spell with variation and more power. That doesn't invalidate the fact that even a normal mage hand should confer some level of tactile.
    $endgroup$
    – MivaScott
    5 hours ago










  • $begingroup$
    Okay, I guess I read it as the Legedermain ability allows it to do more and work differently so for me I can't compare the two or give mage hand abilities that only the Legerdemain provides.
    $endgroup$
    – NautArch
    5 hours ago










  • $begingroup$
    So it begs the question that maybe Mage Hand was intended to be an extension of your own hands with feeling (within the rules, no attacking, etc.)?
    $endgroup$
    – VIP3Rss
    4 hours ago










  • $begingroup$
    @VIP3Rss, that, is a question for a future Sage Advice.
    $endgroup$
    – MivaScott
    4 hours ago














3












3








3





$begingroup$

RAW - No, mage hand has no ability to feel.



Say it with me, "Spells do what they say they do."



Per the description of mage hand:




You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.




The spell doesn't list any capabilities to feel.




However, RAP (Rules As Played) there has to be some tactile sensation.



Without senses, how would the caster know how much pressure to apply to the vial so it can be gripped without breaking? Or know that you have a firm grip on that door knob you're trying to open?



Specifically, the Arcane Trickster gains mage hand, and part of the additional tasks it can perform is:





  • You can use thieves’ tools to pick locks and disarm traps at range.




It would be virtually impossible to pick locks without the tactile feedback of feeling the tumblers "tumble" and when there is resistance in the mechanisms.



As a matter of playing, I rule that the hand cannot feel (and thus relate back) things like hot, cold, pain, wet, or windy. But it can still transfer pressure to the caster.






share|improve this answer











$endgroup$



RAW - No, mage hand has no ability to feel.



Say it with me, "Spells do what they say they do."



Per the description of mage hand:




You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.




The spell doesn't list any capabilities to feel.




However, RAP (Rules As Played) there has to be some tactile sensation.



Without senses, how would the caster know how much pressure to apply to the vial so it can be gripped without breaking? Or know that you have a firm grip on that door knob you're trying to open?



Specifically, the Arcane Trickster gains mage hand, and part of the additional tasks it can perform is:





  • You can use thieves’ tools to pick locks and disarm traps at range.




It would be virtually impossible to pick locks without the tactile feedback of feeling the tumblers "tumble" and when there is resistance in the mechanisms.



As a matter of playing, I rule that the hand cannot feel (and thus relate back) things like hot, cold, pain, wet, or windy. But it can still transfer pressure to the caster.







share|improve this answer














share|improve this answer



share|improve this answer








edited 5 hours ago









V2Blast

24.2k381152




24.2k381152










answered 5 hours ago









MivaScottMivaScott

5,71411143




5,71411143












  • $begingroup$
    Mage hand legerdemain is very different from standard mage hand.It does a lot of things the standard version can't.
    $endgroup$
    – NautArch
    5 hours ago












  • $begingroup$
    @NautArch, actually it's not different. Per the description, "...when you cast mage hand...". It doesn't say it's a new spell; it's the same spell with variation and more power. That doesn't invalidate the fact that even a normal mage hand should confer some level of tactile.
    $endgroup$
    – MivaScott
    5 hours ago










  • $begingroup$
    Okay, I guess I read it as the Legedermain ability allows it to do more and work differently so for me I can't compare the two or give mage hand abilities that only the Legerdemain provides.
    $endgroup$
    – NautArch
    5 hours ago










  • $begingroup$
    So it begs the question that maybe Mage Hand was intended to be an extension of your own hands with feeling (within the rules, no attacking, etc.)?
    $endgroup$
    – VIP3Rss
    4 hours ago










  • $begingroup$
    @VIP3Rss, that, is a question for a future Sage Advice.
    $endgroup$
    – MivaScott
    4 hours ago


















  • $begingroup$
    Mage hand legerdemain is very different from standard mage hand.It does a lot of things the standard version can't.
    $endgroup$
    – NautArch
    5 hours ago












  • $begingroup$
    @NautArch, actually it's not different. Per the description, "...when you cast mage hand...". It doesn't say it's a new spell; it's the same spell with variation and more power. That doesn't invalidate the fact that even a normal mage hand should confer some level of tactile.
    $endgroup$
    – MivaScott
    5 hours ago










  • $begingroup$
    Okay, I guess I read it as the Legedermain ability allows it to do more and work differently so for me I can't compare the two or give mage hand abilities that only the Legerdemain provides.
    $endgroup$
    – NautArch
    5 hours ago










  • $begingroup$
    So it begs the question that maybe Mage Hand was intended to be an extension of your own hands with feeling (within the rules, no attacking, etc.)?
    $endgroup$
    – VIP3Rss
    4 hours ago










  • $begingroup$
    @VIP3Rss, that, is a question for a future Sage Advice.
    $endgroup$
    – MivaScott
    4 hours ago
















$begingroup$
Mage hand legerdemain is very different from standard mage hand.It does a lot of things the standard version can't.
$endgroup$
– NautArch
5 hours ago






$begingroup$
Mage hand legerdemain is very different from standard mage hand.It does a lot of things the standard version can't.
$endgroup$
– NautArch
5 hours ago














$begingroup$
@NautArch, actually it's not different. Per the description, "...when you cast mage hand...". It doesn't say it's a new spell; it's the same spell with variation and more power. That doesn't invalidate the fact that even a normal mage hand should confer some level of tactile.
$endgroup$
– MivaScott
5 hours ago




$begingroup$
@NautArch, actually it's not different. Per the description, "...when you cast mage hand...". It doesn't say it's a new spell; it's the same spell with variation and more power. That doesn't invalidate the fact that even a normal mage hand should confer some level of tactile.
$endgroup$
– MivaScott
5 hours ago












$begingroup$
Okay, I guess I read it as the Legedermain ability allows it to do more and work differently so for me I can't compare the two or give mage hand abilities that only the Legerdemain provides.
$endgroup$
– NautArch
5 hours ago




$begingroup$
Okay, I guess I read it as the Legedermain ability allows it to do more and work differently so for me I can't compare the two or give mage hand abilities that only the Legerdemain provides.
$endgroup$
– NautArch
5 hours ago












$begingroup$
So it begs the question that maybe Mage Hand was intended to be an extension of your own hands with feeling (within the rules, no attacking, etc.)?
$endgroup$
– VIP3Rss
4 hours ago




$begingroup$
So it begs the question that maybe Mage Hand was intended to be an extension of your own hands with feeling (within the rules, no attacking, etc.)?
$endgroup$
– VIP3Rss
4 hours ago












$begingroup$
@VIP3Rss, that, is a question for a future Sage Advice.
$endgroup$
– MivaScott
4 hours ago




$begingroup$
@VIP3Rss, that, is a question for a future Sage Advice.
$endgroup$
– MivaScott
4 hours ago










VIP3Rss is a new contributor. Be nice, and check out our Code of Conduct.










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