Mage Hand

Pulling someone's weapon away would likely be impossible with mage hand, but it wouldn't take much strength to just mess up their shot.
 

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Pulling someone's weapon away would likely be impossible with mage hand, but it wouldn't take much strength to just mess up their shot.

If I were to allow this I'd limit it to once/encounter; once you've done the magehand trick your enemies will be wise to it.

On a side note, how high can a mage hand fly, if at all? It can move 5 squares, but nothing about if it can move up into the air.
 

what you should do is have the hand hold the bow string, so it doesn't fire....(because the string obviously weighs less than 20 pounds :-P )

Honestly, i wouldn't let it give anywhere near an -2 to attack. If mage hand could give a -2 penalty, they'd have said so. Mage hand is for moving things, NOT DEBUFFING.

imagine an at will power that costs a standard action, and a minor to sustain and gives a -2 penalty to all attacks, no roll required. Thats a fairly decent combat power, not a cantrip.

I see mage hand as weak and slow. The fighter/ranger would feel an gentle tug, but nothing he could compensate for, not strong or sudden enough to cause balance problems. You don't have to 'say yes' to making a cantrip into a fairly strong combat option.

'Say Yes' would be applicable to trying to steal the arrows out of his quiver, steal throwing knives from a bandolier, etc...those are fun things that you can do by moving things. You could also 'say yes' to pestering him with pressure to the weapon or body, but it would be narrative "you're annoying him" or "he feels uncomfortable with your spectral hand touching his bum" not "he takes -2 to hit". Fun in game stuff is a great thing to 'say yes' to, players will have a blast, -2 penalties will just make players use it all the time, and that benefits no one.
 

I'd follow the guideline from prestidigitation:

Nothing you create with this cantrip can deal damage,
serve as a weapon or a tool, or hinder another creature’s
actions. This cantrip cannot duplicate the effect of any
other power.


The tool part is about the only thing that might not apply. I think the spirit of cantrips is to be fun and useful, but not impact combat directly.
 


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