It can't carry, but it can throw stuff from the ground. Came useful in one side quest.
Other than that, used it few times to pull a lever or such. Nothing terribly handy (sorry, not sorry)
Baldur’s Gate 3 is a story-rich, party-based RPG set in the universe of Dungeons & Dragons, where your choices shape a tale of fellowship and betrayal, survival and sacrifice, and the lure of absolute power. (Website)
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It can't carry, but it can throw stuff from the ground. Came useful in one side quest.
Other than that, used it few times to pull a lever or such. Nothing terribly handy (sorry, not sorry)
Mage hand + levers in the end of Act 1 was super helpful to prevent one of my party from getting stuck, but aside from that - yeah I'm not sure about the usefulness.
As someone with minimal tabletop RPG experience (only Warhammer not D&D), I'm enjoying the crap out of BG3 but I feel I'm missing out on when to use spells and what spells should be used.
Sure there's a spell to go to a different plane after your attack, but like... should I use the scroll on that? What if I would need it later?
Same position here. After I finished my second playthrough I started a dnd campaign with some of my friends, we're all noobs.
I figured late into BG3 that if you need a scroll, use it. There aren't many spells in the game, odds are it'll drop or be sold by a merchant later. Besides, having less resources makes the game more fun.
A lot of earlier scrolls also don't scale well, so that Melf's Acid Arrow that needed the right moment won't be any better than a typical action sooner than one would think. Definitely use 'em.
I used it to
We tried to use it to steal the idol from Sylvanus and they still attacked us. Not sure what we did wrong
I once used it to throw an unreachable chest into a chaam out of spite...
Drop items like healing potions, bombs, etc. with one of your characters. Then use mage hand to throw it by right clicking the dropped items. It's like having a cheap (but weak) bonus healer shaped like a floating hand
Mage hand is the kind of spell that is incredibly useful and dynamic in actual ttrpgs, and incredibly difficult to design around in a video game.
A GM is going to consider the distance and weight limits of the spell, and determine of it makes sense of not. If you stole The One Ring from Frodo, for example, the GM can pivot and make the world react to that.
The video game has to program all possible uses of the spell while also trying to keep a prewritten story on track. If you steal The One Ring from frodo, the game would have to reinvent the plot dynamically, which isn't really possible. The end result is that they have to severely limit the uses of Mage Hand.
Because Mage Hand is so potentially chaotic, it can't be as useful as it would seem. The same would go for the spells Fly and Invisibility. Imagine the Black Gate of Mordor. If there was a level 6 wizard, they could use fly + invisibility to get everyone safely over the wall. Now, sure, it would take a while waiting for spell slots, but this is supposed to be the most fortified pass in the entire world. Even GMs have problems with this. Suddenly every remotely secure area needs a mage on staff detecting intruders, or permanent enchantments. At that point, Fly might as well not exist.
Edit: I forgot that fly and invisibility both require concentration. Oops. Still, now you only need a level 6 mage and a level 4 mage, which is still pretty easy to pull off.