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* ''Literature/UnnamedMemory'': Teleportation is a common way of transportation for royalty, which can be done in several fashions − via pre-set linked teleportation circles that can transport anyone who steps on them (one or several people depending on the circle's size), via portals created on the spot by a mage, or through instant self-teleportation. The one caveat is that all of those methods require the mage to have already visited the destination to get its "coordinates" (meaning you can't teleport somewhere you've never been) and the last method is extremely mana-costly for anyone who isn't a witch. Spells can also be put in place to ban teleportations in a certain area. Of course, Tinasha being a walking StoryBreakerPower, she uses it as casually as walking and can even ignore anti-teleportation spells, but the opponents she faces are usually either too big (the giant magic beast that can repel magic attacks) or too powerful (fellow witch Leonora) for that to really matter during fights.
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* In ''VideoGame/DragonsDogma'' and [[VideoGame/DragonsDogmaII its sequel]], teleportation requires Portcrystals and Ferrystones. Ferrystones can only send the user to a Portcrystal. A Portcrystal can be found in major cities, while others can be placed in the game world, albeit only a limited number at a time. In addition, both Portcrystals and Ferrystones are ''very'' expensive, unless you're willing to go searching for them out in the games' world.
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* In ''VideoGame/Titanfall2'', the Ronin Titan can "Phase Dash", slipping into an alternate dimension for a brief moment. If another Titan is occupying the space where the Ronin phases back into normal space, however, the Ronin will TeleFrag ''itself''.
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* ''VideoGame/FinalFantasyXIV'': The "Teleport" and "Return" spells require the user to have, beforehand, attuned to an aetherite to act as an anchoring point, so the user doesn't become lost in TheLifestream. Alternately, the spell "Flow" doesn't require an aetherite, but actually arriving at the intended destination -- or returning from the Lifestream ''at all'' -- is nigh impossible, and when the spell goes wrong, even if the user is rescued from the Lifestream, they are left with permanent debilitations (ie. Thancred's inability to use magic and Y'shtola's blindness). [[spoiler:''Endwalker'' introduces an alternate means of teleportation that allows one to travel to an aetherite they have not yet attuned to, and while it works as intended, it leaves the user with temporary -- but crippling -- nausea afterwards.]]

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** There have been many different teleportation spells over the editions, "Teleport" tends to have no range limit but a random chance of a TeleporterAccident depending on how familiar the caster is with the destination. While "Dimension Door" is 100% accurate but limited to 500 feet.
** 5[[superscript:th]] Edition {{Nerf}}s the ''Teleport'' spell by raising it to a higher {{Spell Level|s}} and increasing the chance of failure (i.e.: going off-target or having a TeleporterAccident) to 25-75% unless the spellcaster has a SympatheticMagic connection or PortalNetwork coordinates to the destination.

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** There have been many different teleportation spells over the editions, "Teleport" ''teleport'' tends to have no range limit but a random chance of a TeleporterAccident depending on how familiar the caster is with the destination. While "Dimension Door" ''dimension door'' is 100% accurate but limited to 500 feet.
** 5[[superscript:th]] Edition {{Nerf}}s the ''Teleport'' ''teleport'' spell by raising it to a higher {{Spell Level|s}} and increasing the chance of failure (i.e.: going off-target or having a TeleporterAccident) to 25-75% unless the spellcaster has a SympatheticMagic connection or PortalNetwork coordinates to the destination.



* TabletopGame/{{Pathfinder}}: Has a teleport spell with even more drawbacks that it's D&D counterpart, including 10 minute casting time, up-casting required if you want to go further than 100 miles, precise knowledge of were you are going and its relative position to you required and a 1% targeting error that can leave you between a few metres and ''several hundred miles'' off target even when you manage to cast successfully.

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* TabletopGame/{{Pathfinder}}: ''TabletopGame/{{Pathfinder}}'': Has a teleport spell with even more drawbacks that it's D&D counterpart, including 10 minute casting time, up-casting required if you want to go further than 100 miles, precise knowledge of were you are going and its relative position to you required and a 1% targeting error that can leave you between a few metres and ''several hundred miles'' off target even when you manage to cast successfully.



* ''TabletopGame/WarhammerFantasy'': The Seafang ({{Literature/Wulfrik}}'s longship) can teleport anywhere and can lead other ships if they're chained to it, but doing so is extremely dangerous as this requires sailing through the Warp for some time and falling prey to the daemons that infest it. And unlike the starships of 40K, longships aren't enclosed, so every crewman is at risk.

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* ''TabletopGame/WarhammerFantasy'': The Seafang ''Seafang'' ({{Literature/Wulfrik}}'s longship) can teleport anywhere and can lead other ships if they're chained to it, but doing so is extremely dangerous as this requires sailing through the Warp for some time and falling prey to the daemons that infest it. And unlike the starships of 40K, longships aren't enclosed, so every crewman is at risk.



* ''VideoGame/CommandAndConquerRedAlert3'': The Chronosphere can move vehicles in an area to another area (infantry not in APCs are instantly killed), but requires vision of both areas (unless, of course, used by TheAllSeeingAI). Teleporting land units into sea or vice versa (or onto a building) kills them instantly, so it can be used defensively as well as offensively.

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* ''VideoGame/CommandAndConquerRedAlert3'': ''VideoGame/CommandAndConquerRedAlertSeries'':
**
The Allies' signature Chronosphere superweapon allows for instantaneous teleportation between two locations you can see ([[TheAllSeeingAI emphasis on "you"]]), with some limitations. In [[VideoGame/CommandAndConquerRedAlert the first game]], it can only teleport a single unit at a time, and the change in location is short-lived and temporary - though a Cruiser doesn't need much time to do some damage with its shells, if you teleport it to a pond next to the enemy base. In [[VideoGame/CommandAndConquerRedAlert2 the second]] and [[VideoGame/CommandAndConquerRedAlert3 third games]], the Chronosphere is more versatile, able to move vehicles in an area to another area (infantry not in APCs are instantly killed), but requires vision of both areas (unless, of course, used by TheAllSeeingAI). Teleporting land multiple units into sea or vice versa (or onto a building) kills them instantly, so it at once (though infantry caught outside of [=APCs=] will be fried), and they don't revert position at any point. [[WeaponizedTeleportation It also can be used defensively to target]] ''[[WeaponizedTeleportation enemy]]'' [[WeaponizedTeleportation units as well as offensively.well]], so that you can teleport ships onto land, or land units over water, or any type of unit over buildings, to kill them instantly.
** In ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', the Allies have miniaturized Chrono technology that allows special infantry like Chrono Legionnaires to teleport anywhere in sight. The good news is that they can activate this ability at will instead of waiting for a Chronosphere to charge, the bad news is that it's a "slow" teleport - the farther the distance the Chrono infantry travels in a single jump, the longer they'll spend immobile and helpless at their destination, slowly phasing into full existence while still fully vulnerable to enemy attacks. It can thus be preferable to pull a MultistageTeleport, doing a string of shorter jumps instead of a great map-spanning leap.

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* TabletopGame/{{Pathfinder}}: Has a teleport spell with even more drawbacks that it's D&D counterpart, including 10 minute casting time, upcasting required if you want to go further than 100 miles, precise knowledge of were you are going and its relative possition to you required and a 1% targeting error that can leave you between a few metres and ''several hundred miles'' of target even when you manage to cast succuesfully.

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* TabletopGame/{{Pathfinder}}: Has a teleport spell with even more drawbacks that it's D&D counterpart, including 10 minute casting time, upcasting up-casting required if you want to go further than 100 miles, precise knowledge of were you are going and its relative possition position to you required and a 1% targeting error that can leave you between a few metres and ''several hundred miles'' of off target even when you manage to cast succuesfully. successfully.
** Other teleport spells like ''natures pathway'' don't allow you to take over people or extra dimensional spaces with you.
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* TabletopGame/{{Pathfinder}}: Has a teleport spell with even more drawbacks that it's D&D counterpart, including 10 minute casting time, upcasting required if you want to go further than 100 miles, precise knowledge of were you are going and its relative possition to you required and a 1% targeting error that can leave you between a few metres and ''several hundred miles'' of target even when you manage to cast succuesfully.
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* ''Literature/PrincessesOfThePizzaParlor'': In the fifth episode, it's noted that some forms of teleportation can only work on those not actively resisting. [[spoiler:A.k.a sleeping or willing targets]].
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* ''Series/Ultraman'': The titular hero is shown to have the ability to teleport in order to quickly return to Earth from Venus. However, doing so drains energy from his color timer, [[HourOfPower lowering the amount of time he can fight on Earth to below his standard three-minute time limit]]. Hence, he only uses it on this one occasion.

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* ''Series/Ultraman'': ''Series/{{Ultraman}}'': The titular hero is shown to have the ability to teleport in order to quickly return to Earth from Venus. However, doing so drains energy from his color timer, [[HourOfPower lowering the amount of time he can fight on Earth to below his standard three-minute time limit]]. Hence, he only uses it on this one occasion.
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-->-- '''The narrator''' of ''Series/{{Ultraman}}'', "[[Recap/UltramanEp16SciencePatrolToSpace SciencePatrolToSpace]]"

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-->-- '''The narrator''' of ''Series/{{Ultraman}}'', "[[Recap/UltramanEp16SciencePatrolToSpace SciencePatrolToSpace]]"
Science Patrol To Space]]"
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->''Teleportation. Ultraman can instantly move himself to another location. However, using this drains his life substantially.''
-->-- '''The narrator''' of ''Series/{{Ultraman}}'', "[[Recap/UltramanEp16SciencePatrolToSpace SciencePatrolToSpace]]"


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* ''Series/Ultraman'': The titular hero is shown to have the ability to teleport in order to quickly return to Earth from Venus. However, doing so drains energy from his color timer, [[HourOfPower lowering the amount of time he can fight on Earth to below his standard three-minute time limit]]. Hence, he only uses it on this one occasion.
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* ''Series/TheThundermans'': Chloe's teleportation turns out to have a recharge time that varies depending on how much she's teleporting. By herself, Chloe can teleport again after a second. If she needs to teleport all seven members of her family at once, she needs a minute to recharge.
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* ''VideoGame/TheElderScrollsIIIMorrowind'': The game has multiple means of teleportation, each of which comes with its own limitations:
** Mark/Recall is a form of intangible AnchoredTeleportation where you have to Mark a spot you're in and can then Recall to it, and you can only maintain a single Mark at a time.
** Divine Intervention and Almsivi Intervention has you teleport to the nearest location that fulfils a specific criteria (the presence of a shrine to the Nine Divines for Divine Intervention, the presence of a shrine to the Tribunal for Almsivi Intervention).
** Guild Guides act as a form of PortalNetwork where they can teleport you to any other Guild Guide -- which means you are limited to teleporting between the Mages Guild guildhalls.
** Propylon chambers are a PortalNetwork set up as a loop where each chamber is linked to two other chambers, and you have to have the corresponding "propylon index" for a destination to use a link. The official Master Index plugin changes it once you have completed the eponymous quest so that using a link teleports you to Caldera where an NPC can teleport you to any of the propylon chambers.
** The vampire clan quests gives you an amulet that can be used to teleport to that clan's lair so long as you remain a vampire.
** Storywise the ring called Barilzar's Maze is described as [[AvertedTrope averting]] this trope -- it is a horrifically powerful and in the wrong hands dangerous artifact precisely because it is not restricted by any of the limits of other means of teleportation. In terms of how the player can actually ''use'' it, it falls squarely here: it can only teleport to one of three specific locations or summon a single fabricant.
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* [[Characters/SheRaAndThePrincessesOfPowerGlimmer Glimmer]] from ''WesternAnimation/SheRaAndThePrincessesOfPower'' has the ability to teleport and shoot sparkly blasts. She uses TeleportSpam as her main tactic while fighting, though as she must recharge every once in a while, her powers slowly deplete for every use, leaving her exhausted. Glimmer also cannot make long-range jumps without some kind of power boost, and carrying multiple people is taxing to the point of her becoming liable to leave limbs behind. However, after [[spoiler:claiming the full power of the Moon Stone, none of these tropes apply]].

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* [[Characters/SheRaAndThePrincessesOfPowerGlimmer Glimmer]] from ''WesternAnimation/SheRaAndThePrincessesOfPower'' has the ability to teleport and shoot sparkly blasts. She uses TeleportSpam as her main tactic while fighting, though as she must recharge every once in a while, her powers slowly deplete for every use, leaving her exhausted. Glimmer also cannot make long-range jumps without some kind of power boost, and carrying multiple people is taxing to the point of her becoming liable to leave limbs behind. However, after [[spoiler:claiming the full power of the Moon Stone, none of these tropes limits apply]].
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** [[spoiler:When Luz steals Charlie's Quirk after killing him and awakens [[PoweParasite All For One]], Warping gets a PowerUp. So long as Luz knows the whereabouts of a specific person, she can either do one of two things - warp herself to them or warp them to her. This can also work through other Realms, but only with the condition that Luz has seen their face in person, and knows their current location.]]

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** [[spoiler:When Luz steals Charlie's Quirk after killing him and awakens [[PoweParasite All For One]], Warping gets a PowerUp. So long as Luz knows the whereabouts of a specific person, she can either do one of two things - warp herself to them or warp them to her. [[DimensionalTraveler This can also work through other Realms, Realms]], but only with the condition that Luz has seen their face in person, and knows their current location.]]

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* ''Fanfic/AllForLuz'': Charlie, a Wittebane assassin, has a Quirk is called "Warping" - the same one All For One used in canon - and it allows him to teleport individuals to and from his current location, even across State lines. However, it can only bring people and items to and away from Charlie, and in the case of the latter, only people Charlie knows personally. It can also cause severe tonsillitis to Charlie (which might explain why he never talks), and the OminousObsidianOoze produced from the teleportee's mouth [[EvilSmellsBad while using it is remarked to stink a lot]]. However, Charlie doesn't need to know anyone's ''exact'' location to use it.

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* ''Fanfic/AllForLuz'': ''Fanfic/AllForLuz'':
**
Charlie, a Wittebane assassin, has a Quirk is called "Warping" - the same one All For One used in canon - and it allows him to teleport individuals to and from his current location, even across State lines. However, it can only bring people and items to and away from Charlie, and in the case of the latter, only people Charlie knows personally. It can also cause severe tonsillitis to Charlie (which might explain why he never talks), and the OminousObsidianOoze produced from the teleportee's mouth [[EvilSmellsBad while using it is remarked to stink a lot]]. However, Charlie doesn't need to know anyone's ''exact'' location to use it.

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* ''Fanfic/AllForLuz'': Charlie, a Wittebane assassin, has a Quirk is called "Warping" - the same one All For One used in canon - and it allows him to teleport individuals to and from his current location, even across State lines. However, it can only bring people and items to and away from Charlie, and in the case of the latter, only people Charlie knows personally. It can also cause severe tonsillitis to Charlie (which might explain why he never talks), and the OminousObsidianOoze produced from the teleportee's mouth [[EvilSmellsBad while using it is remarked to stink a lot]]. However, Charlie doesn't need to know anyone's ''exact'' location to use it.
** [[spoiler:When Luz steals Charlie's Quirk after killing him and awakens [[PoweParasite All For One]], Warping gets a PowerUp. So long as Luz knows the whereabouts of a specific person, she can either do one of two things - warp herself to them or warp them to her. This can also work through other Realms, but only with the condition that Luz has seen their face in person, and knows their current location.]]



* ''Fanfic/TheMountainAndTheWolf'': The Wolf's longship goes through the Warp and emerges back in realspace (though not necessarily the ''same'' world, this being a GOT/Warhammer crossover) and can pull other ships behind it. However, the ship is under attack by daemons the whole time.

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* ''Fanfic/TheMountainAndTheWolf'': The Wolf's longship long-ship goes through the Warp and emerges back in realspace (though not necessarily the ''same'' world, this being a GOT/Warhammer crossover) and can pull other ships behind it. However, the ship is under attack by daemons the whole time.
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* ''Franchise/XMen'':
** Nightcrawler is the X-Men's most well-known teleporter. However, he usually cannot teleport more than two miles, carrying passengers is tiring and gives TeleportationSickness for all travelers, but Nightcrawler's superhuman endurance mitigates it enough that he can use the sickness to attack people he snatches up. Also, teleporting to places he has not been to and cannot see bears the risk of TeleFrag.

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* ''Franchise/XMen'':
''ComicBook/XMen'':
** Nightcrawler ComicBook/{{Nightcrawler}} is the X-Men's most well-known teleporter. However, he usually cannot teleport more than two miles, carrying passengers is tiring and gives TeleportationSickness for all travelers, but Nightcrawler's superhuman endurance mitigates it enough that he can use the sickness to attack people he snatches up. Also, teleporting to places he has not been to and cannot see bears the risk of TeleFrag.
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** PSI Teleport requires that the user run in a straight line in order to gain enough speed to take off, making it impossible to use in enclosed spaces.
** ''VideoGame/EarthBound1994'': Subverted once PSI Teleport Beta is acquired, as the user only has to run in a circle which makes it far easier to use.

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** PSI Teleport requires that the user run in a straight line certain distance in order to gain enough speed to take off, off. While one can turn while running, the speed soon reaches the point where it's hard to react to incoming obstacles, making it difficult to use without a clear straight path and pretty much impossible to use in enclosed spaces.
** ''VideoGame/EarthBound1994'': Subverted once PSI Teleport Beta is acquired, as the user only has to run automatically turns in a circle tight spiral which makes it far easier to use.

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