But you targeting anything on thr other side of the door, even attempting to shoot through the keyhole, would meet every definition of total cover.
Then it's not about having a clear path anymore... Because if you can peek through a key hole, that means there is a clear path through it...
Yeah, i think the point is misty step doesnt "target" the destination. Cover and physical obstructions do not seem to apply. It seems that all that is needed is a tiny glimpse of the destination.
This may be a part of the whole "rules keep jumbling cover and concealement" issue
That feels too abstract... By that definition, if I have Truesight, I can Misty Step 30ft into the Ethereal Plane... Because it would be a space that I can see within 30ft (since Material and Ethereal Planes are parallel).
That feels too abstract... By that definition, if I have Truesight, I can Misty Step 30ft into the Ethereal Plane... Because it would be a space that I can see within 30ft (since Material and Ethereal Planes are parallel).
It's not clear whether the ethereal plane counts as being within 30'. I suspect it isn't intended to, but RAW is debatable.
That feels too abstract... By that definition, if I have Truesight, I can Misty Step 30ft into the Ethereal Plane... Because it would be a space that I can see within 30ft (since Material and Ethereal Planes are parallel).
It's not clear whether the ethereal plane counts as being within 30'. I suspect it isn't intended to, but RAW is debatable.
Id prob say "no" to that in my games.
Astral projection, gate, and other spells that allow travelinto the astral plane are pretty high level spells
There’s always some ambiguity to an effect that does more than damage or a straight condition, but yeah I agree the RAI is pretty clear that plane-hopping only occurs when the effect explicitly says so.
That's exactly my point. If we start only caring about RAW, then breaking the game into absurdity is trivial. "You have Blindsight? Well it doesn't make you immune to the Blinded condition, so even if you can see, you still have disadvantage on your attacks". Rules have to be coherent, RAW be damned. Saying "You can Misty Step through that window, but you can't cast Toll the Dead at the enemy behind it" is not coherent. Same with Wall of Force. Either spells get through or they don't. We shouldn't have to go "Rules Lawyer" just to make a basic mechanic work.
That's exactly my point. If we start only caring about RAW, then breaking the game into absurdity is trivial. "You have Blindsight? Well it doesn't make you immune to the Blinded condition, so even if you can see, you still have disadvantage on your attacks". Rules have to be coherent, RAW be damned. Saying "You can Misty Step through that window, but you can't cast Toll the Dead at the enemy behind it" is not coherent. Same with Wall of Force. Either spells get through or they don't. We shouldn't have to go "Rules Lawyer" just to make a basic mechanic work.
It is coherent, because the mechanics are consistently applied, they just create different outcomes between the two because Misty Step was explicitly designed to have fewer restrictions.
Toll the Dead: "You point at one creature you can see within range" Misty Step: "You teleport up to 30 feet to an unoccupied space you can see"
There's no way that such similar descriptions were actually intended to have so broadly different restrictions.
Here's the thing. When you teleport, you don't go through the wall or the window or whatever. You are on one side, then you are on the other side. You don't actually move through the in between spaces. So, the wall doesn't get in the way of a teleport, because you don't pass through it. You just are on the other side. You don't move really fast between the start and finish. You are never in any of the between spaces. As a result, teleportation magic works a bit differently than other spells, which do often have things that pass through those in between spaces, and therefore can be blocked.
Also, this whole conversation has exactly nothing to do with the idea of potions being dispelled.
Yeah, i think the point is misty step doesnt "target" the destination. Cover and physical obstructions do not seem to apply. It seems that all that is needed is a tiny glimpse of the destination.
This may be a part of the whole "rules keep jumbling cover and concealement" issue
That feels too abstract... By that definition, if I have Truesight, I can Misty Step 30ft into the Ethereal Plane... Because it would be a space that I can see within 30ft (since Material and Ethereal Planes are parallel).
It's not clear whether the ethereal plane counts as being within 30'. I suspect it isn't intended to, but RAW is debatable.
Id prob say "no" to that in my games.
Astral projection, gate, and other spells that allow travelinto the astral plane are pretty high level spells
There’s always some ambiguity to an effect that does more than damage or a straight condition, but yeah I agree the RAI is pretty clear that plane-hopping only occurs when the effect explicitly says so.
That's exactly my point. If we start only caring about RAW, then breaking the game into absurdity is trivial.
"You have Blindsight? Well it doesn't make you immune to the Blinded condition, so even if you can see, you still have disadvantage on your attacks".
Rules have to be coherent, RAW be damned. Saying "You can Misty Step through that window, but you can't cast Toll the Dead at the enemy behind it" is not coherent.
Same with Wall of Force. Either spells get through or they don't. We shouldn't have to go "Rules Lawyer" just to make a basic mechanic work.
It is coherent, because the mechanics are consistently applied, they just create different outcomes between the two because Misty Step was explicitly designed to have fewer restrictions.
Toll the Dead: "You point at one creature you can see within range"
Misty Step: "You teleport up to 30 feet to an unoccupied space you can see"
There's no way that such similar descriptions were actually intended to have so broadly different restrictions.
Here's the thing. When you teleport, you don't go through the wall or the window or whatever. You are on one side, then you are on the other side. You don't actually move through the in between spaces. So, the wall doesn't get in the way of a teleport, because you don't pass through it. You just are on the other side. You don't move really fast between the start and finish. You are never in any of the between spaces. As a result, teleportation magic works a bit differently than other spells, which do often have things that pass through those in between spaces, and therefore can be blocked.
Also, this whole conversation has exactly nothing to do with the idea of potions being dispelled.
Other than the spells being explicitly written so they have different restrictions?