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Teleportation with Drawbacks

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Teleportation. Ultraman can instantly move himself to another location. However, using this drains his life substantially.
The narrator of Ultraman, "Science Patrol To Space"

Teleportation is not uncommon in fiction: often enough, some way or another, characters can somehow go from one place to another in the blink of an eye. However, without restrictions, teleportation can easily become a Story-Breaker Power, though it does depend on the story, but if so, its users would be simply too hard to beat.

Unrestricted teleportation makes it too easy to end up with characters who can travel too quickly, or allow getting rid of opponents by teleporting them to the other end of the universe.

Thus, limitations are in place to prevent this. It may be that they can only teleport within a certain range, something can jam their powers, it's Cast from Stamina or Mana or some other depleting resource, they run the risk of Tele-Frag, etc. In any case, teleporters are usually given some limitations to keep the story interesting.

Villain Teleportation is less prone to this since Antagonist Abilities tend to be unfair.

Related to Warp Whistle, because it's basically teleportation, but it might not be, and if it is, it's a drawback in the area of "possible destinations". Super-Trope of Flashy Teleportation, Teleportation Sickness, Teleporter Accident, Teleporter's Visualization Clause, and Portal Network, since they restrict stealthiness, repeatability, safety, or location. And then there's the two Sub-Tropes for "control", in order of severity: Teleportation Misfire, for just a little bit off-course, Random Transportation, for when it's totally uncontrollable.

Sister Trope of Invisibility with Drawbacks, since they both are powers easily used for stealth.

Teleport Interdiction is the opposite way of restricting the power, by defending against it more than affecting the power itself.


Examples:

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    Anime and Manga 
  • A Certain Magical Index: The espers and the magicians have different drawbacks:
    • Espers: Usually mass and distance limits, along with endurance for performing the calculations, and the speed the calculations take:
      • Sayaku is only able to teleport himself behind other people, something that makes him dangerous, but only as long as no one figures out how his power works.
      • Kuroko is limited to teleporting 130.7 kilograms total at a maximum of 81.5 meters from her starting point. Additionally, if someone breaks her concentration, she cannot teleport and can only move objects she is touching.
      • Awaki is one of the more powerful teleporters, with a maximum range of 800 metres and a maximum weight of 4520 kilograms. However, due to trauma from accidentally teleporting her leg into a wall, she can only teleport herself around three to four times in quick succession and will feel ill from doing so. Unlike Kuroko, Awaki can teleport things she isn't touching, though trauma can cause her to lose control. She uses a machine to keep herself calm, though she still is unable to properly teleport herself.
    • Magicians need Mana, and then they all usually use different methods so they all have different drawbacks.
  • Dragon Ball:
    • In Dragon Ball, Goku picks up Instantaneous Movement, or Instant Transmission, that allows him to teleport. Its drawback is that it relies on ki sensing: it can only take him to a person rather than a place, and sometimes his target can be too far away for him to sense and teleport to. On the upside, anyone he's physically touching (and anyone they are touching) can be taken with him.
    • Dragon Ball GT had to Nerf this ability altogether, since by that point Goku's ki sensing is good enough to span the galaxy they're searching the Dragon Balls for. In this case, being forced back to his child body means that his destination can be way off from where he intended it to be, up to and including above where he was originally standing.
  • My Hero Academia has a few examples.
    • Warping is a Quirk occasionally used by All For One, and while useful it has drawbacks as all quirks do. Warping can only bring people to and away from the Quirk user, and in the case of the latter, only to people the user knows. It can also cause a severe case of tonsillitis to the user, and the slime produced while using it is noted to stink like hell. However, the Quirk user does not need to know anyone's exact location to use Warping. A specially-controlled one by the "Johnny" Nomu can also use it to bring groups of people to another person even if they don't have the Quirk, such as Dabi in the Meta Liberation Army arc who decided to wander off for the time being and he happened to be near where the rest of his team needed to go.
    • Warp Gate is a Quirk used by Kurogiri. It allows him to emit multiple gaseous portals wherever he wants as long as he knows the location and has to be physically present to release the fog. Due to these conditions, Kurogiri cannot transport anyone if he doesn't know where they are, and can't bring anything to a place he hasn't been to. He can also be attacked since he needs to be present to use his Quirk.

    Comic Books 
  • Casper and the Spectrals: Devils can only teleport themselves, and fails to work if someone is holding onto them. This is why Hotstuff can't teleport himself to safety when he gets captured by a werewolf, and instead, Wendy has to use her magic to free him.
  • X-Men:
    • 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 Teleportation Sickness 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 Tele-Frag.
    • Lila Cheney is a very powerful teleporter. Problem is, her minimum distance is astronomical in scale. If she wants to teleport anywhere local, like on the same planet, she has to use the nearest star as a waypoint.
  • One story in the Atlas comics anthology, Astonishing, has a felon steal a serum that grants the ability to teleport wherever he wills himself. He snatched it too quickly from the scientist who invented it to be warned that this ability has a hair trigger. He finds himself teleporting at any stray thought to whatever location his mind wandered to. While the police want to apprehend him, the scientist proposes that The Punishment Is the Crime, as it'll take five years for the serum to wear off.

    Fan Works 
  • All For Luz:
    • 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 Ominous Obsidian Ooze produced from the teleportee's mouth while using it is remarked to stink a lot. However, Charlie doesn't need to know anyone's exact location to use it.
    • When Luz steals Charlie's Quirk after killing him and awakens All For One, Warping gets a Power-Up. 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.
  • Dungeon Keeper Ami: Dungeon Keeper teleportation has a range of about 60 kilometers from the starting point.
  • The Mountain and the Wolf: The Wolf's 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.
  • Paradoxus: Interdimensional teleportation, especially if sudden, kill normal people if some preventive measures aren´t taken. Between the magic overdose (you need to channel lots of magic to pull one of these) and the abruptness of the travel, a person's physiology gets fatally disrupted. Thank God (or the Great Dragon, for that matter) Bloom is everything but normal. It was the healing powers of the Dragon's Flame that allowed her to survive being teleported from Eraklyon to Azeroth out of the blue and have a broken arm as the only consequence. This differs from the Winx Club canon, where the trope was averted in the series and played straight in the comics where teleportation causes migraines.

    Film 
  • Days of Future Past has Blink, who is capable of creating portals she and others can jump through. We don't see much of her in the film, though she demonstrates the ability to open multiple portals at once and close them at will, severing anything that has not made it through. Unfortunately, if she's not careful, Blink can leave portals open which her opponents can use to attack her from far away.
  • In X-Men Origins: Wolverine, John Wraith AKA "Kestrel" is a mutant with the ability to teleport. However, his teleportation has a pretty big weakness, especially coupled with his supposed predictability: he can teleport himself onto an enemy, effectively telefragging himself. Of course, given the fact his plan was to punch a mutant with a Healing Factor to death, his fate was pretty much sealed from the get-go.

    Literature 
  • The Belgariad: Teleportation is tremendously draining for a sorcerer, limited to line of sight, and very noisy to anyone with Supernatural Sensitivity. Sorcerers usually use Travel Transformation as a hawk or wolf instead.
  • Teleportation spells in Discworld operate by switching places between the subject and what is at their destination, which acts like a counterweight. Since the relative speed is conserved during teleportation and that the world is a large, rotating disc, this requires very complicated computations to prevent the transported subject to arrive at destination with a speed of a hundred miles per hour. Top wizards can only transport over a couple of miles, and this is very taxing for them. The Magitek computer Hex allows to cast teleportation spells across continents, but even then it can't prevent the subject to appear at destination at a very dangerous speed if it happened to swap places with a heavy cannon.
  • Harry Potter:
    • Apparition is difficult enough that it requires several weeks of training to earn a license. The main issue is that if one's concentration falters, there's a high chance of a Teleporter Accident — they call it getting "splinched" in-universe, and the upshot is that you leave part of yourself behind. This sounds comical when it's first mentioned in Goblet of Fire (Harry has a mental image of an eyeball rolling around someone's driveway) but when we see it actually happen it's much clearer that it's a severe injury. And the risk increases with distance — intercontinental Apparition should only be attempted by the highly skilled.
      • Certain security spells, like the ones on Hogwarts, make it impossible to Apparate or Disapparate anywhere in the vicinity.
    • With less extreme drawbacks, Floo Powder enchants fire to allow the user to warp to any other fireplace. Two drawbacks from this: first, there's a rough landing from tumbling out of a fireplace. And second, if you don't say where you want to go clearly enough, you can wind up several buildings away from where you wanted to be.
  • In John Morressy's Kedrigern series, teleportation is possible for wizards but it's terribly exhausting and may leave a wizard bedridden for days. Hence why the titular wizard Kedrigern usually travels the long way, even though he really hates traveling.
  • Princesses of the Pizza Parlor: In the fifth episode, it's noted that some forms of teleportation can only work on those not actively resisting. A.k.a sleeping or willing targets.
  • "Traveling" in The Wheel of Time has some very esoteric limitations: aside from the huge power requirements, you have to be very familiar with your starting point (not your destination) in order to create a portal. This means that in any new location, a channeler must stand around for an hour or so before using it, thus making it impractical for quick escapes. An alternate form, known as skimming, doesn't have this limitation but is not an instantaneous form of travel, requiring the user to wait in an interdimensional void for an amount of time proportionate to the distance traveled. Late in the series, however, a character discovers an exploit that combines these: exiting a skimming portal gives the user familiarity with an area, so when he needs to travel on short notice, he simply skims a few feet and then opens a portal to wherever he wants to go.
  • Larry Niven's essay "The Theory and Practice of Teleportation" considers some limits that may arise if energy and momentum are conserved in the process (for instance, different points on earth's surface move at different speeds and directions because of the planet's rotation, so the traveler would have to account for the velocity change or suffer effects ranging from a clumsy stumble to a lethal impact).
  • Stephen King's short story "The Jaunt" involves a form of teleportation that requires the participant to be unconscious, or else they go insane. While the journey is physically instantaneous, it appears to last forever to the mind. Normally this isn't a problem, but the protagonist's son is curious about this and decides to hold his breath when the anesthetic gas is administered.
    • And that's not even the worst that can happen to you. If someone puts you through the device without setting a destination, your consciousness will be stuck in limbo forever and can never be recovered. The narrator recalls the story of a husband doing this to punish his cheating wife and attempting to defeat a murder charge by arguing she is still technically alive. The jury is so horrified by the thought that they immediately find him guilty and sentence him to execution.
  • Worm: Trickster can teleport any two objects of similar size, including himself, but only ones he can see, and the speed of teleportation is further affected by distance and mass.
  • Ward: The hero Axehead has one of the worst version of teleportation, as she can teleport, but only into areas of extreme danger. Not out of them, into them. Her main strategy is to surprise enemies by teleporting unexpectedly right into their midst.
  • One character in the Temps story "Totally Trashed" is a teleporting police officer. This does not aid him much in one scene where the villain has to get away, because he's limited by both line-of-sight and physical barriers — so even if he can see where he wants to be through a window, he still has to open it first.

    Live-Action TV 
  • Played with in Buffy the Vampire Slayer. When Anya is turned back into a demon, she is able to teleport to wherever she wishes whenever she wants. Unfortunately, after pissing off her boss for undoing several curses, she is punished by being forced to file paperwork whenever she wants to teleport.
    Anya: I can only teleport for official business.
  • Raising Dion: In the second episode, Dion discovers he can teleport, but he ends up teleporting right in front of a speeding car and barely avoids getting hit. This scares him bad enough that he loses the ability again until the season finale. And even then, he has to focus for several minutes in order to actually teleport to where he wants to go.
  • Star Trek:
    • Transporters are range-limited and have various plot-required limitations around system failures, being unable to transport through shields/certain materials/certain atmospheres, problems of signal interference, and difficulties locking onto the target. Away teams also need to contact the ship to request to beam out. Since their communicators can be confiscated, destoyed or blocked, even with fully working transporters it won't always be possible for teams to simply beam out of any problem.
    • In the Star Trek: The Original Series episode "Day Of The Dove", when Klingons have taken over the Enterprise, Kirk decides the only way to stop them involves intra-ship transporting, with Spock warning him, "It has rarely been done because of the danger involved. Pinpoint accuracy is required. If the transportee should materialize inside a solid object, a deck or wall...". In the later Trek productions, intra-ship transporting is seen more often due to the technology having improved since the 23rd century. Star Trek (2009) has Spock Prime explaining to the alternate universe's Scotty that his Prime universe counterpart eventually developed an equation that made it possible to safely transport much further distances to a ship even while traveling at warp speed.
    • The Ansatan separatists in the Star Trek: The Next Generation episode "The High Ground" use a folded-space transporter called an "Inverter", which allows them to transport through shields, prevents their enemies from tracking them, and makes them resistant to normal transporters. But repeated use of the device causes cellular damage, eventually warping the user's DNA beyond recognition and killing them.
  • The Thundermans: 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.
  • 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, 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.
  • Wizards of Waverly Place: The spell "Threemetris Movetris" is a teleportation spell, but it only allows you to move something or someone ten feet away. While it does come in handy during some situations, the limitation on it makes it borderline useless in most others.
    Justin: That's about as magical as walking.

    Tabletop Games 
  • Dungeons & Dragons:
    • There have been many different teleportation spells over the editions, teleport tends to have no range limit but a random chance of a Teleporter Accident depending on how familiar the caster is with the destination. While dimension door is 100% accurate but limited to 500 feet.
    • 5th Edition Nerfs the teleport spell by raising it to a higher Spell Level and increasing the chance of failure (i.e.: going off-target or having a Teleporter Accident) to 25-75% unless the spellcaster has a Sympathetic Magic connection or Portal Network coordinates to the destination.
  • The Divine playbook in Monster of the Week has the Angel Wings special move, which lets them teleport for free whenever they want. The only limitation is that they can only teleport to places they know well and to people they are close with... but those restrictions are so vague that any savvy role-player will circumvent them, making Angels Wings easily the most overpowered special ability in the game.
  • 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.
    • Other teleport spells like natures pathway don't allow you to take over people or extra dimensional spaces with you.
  • Warhammer 40,000:
    • Teleportation in general runs the risk of not ending up in quite the right location or never leaving the Warp at all.
    • Ork teleporters are said to actually function more reliably than human ones, although they actively enjoy the risks it poses. The Shokk Attack Gun actually relies on Hyperspace Is a Scary Place to work (it opens a Warp tunnel between the gun and the target, then encourages snotlings to run through, the snotlings are terrorized into violent madness by the horrible things they saw and viciously attack everything in sight on emerging). But because it's an ork gun, potential problems range from the gun exploding and sucking everything around it into the Warp to the crazed snotlings retreating and coming out the wrong side to the gun's operator being sucked through the tunnel.
  • Warhammer Fantasy: The Seafang (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.
  • Warhammer Fantasy Roleplay:
    • Mass Teleportation is the realm of rare and difficult Ritual Magic that requires multiple powerful mages and esoteric components, takes a full night to cast, and both physically and emotionally exhausts everyone transported. Moreover, any Magic Misfire drops part or all of the targets off at a random location on the globe.
    • One Lesser Magic spell provides at-will short-range personal teleportation, albeit with a 10% chance per use that the spellcaster vanishes forever into the Realms of Chaos.

    Video Games 
  • Command & Conquer: Red Alert Series:
    • The Allies' signature Chronosphere superweapon allows for instantaneous teleportation between two locations you can see (emphasis on "you"), with some limitations. In 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 the second and third games, the Chronosphere is more versatile, able to move multiple units at once (though infantry caught outside of APCs will be fried), and they don't revert position at any point. It also can be used to target enemy units as 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 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 Multistage Teleport, doing a string of shorter jumps instead of a great map-spanning leap.
  • Dota 2:
    • Town Portal scrolls can teleport heroes to any allied structure. However, this requires them to channel for several seconds (which becomes longer if other allies have also recently teleported to the same structure) and being stunned while channeling cancels the teleportation, using up the scroll and leaving any other one may have in their inventory on cooldown. Boots of Travel are similar, except they also allow the user to teleport to allied creeps (and heroes once upgraded), and aren't consumed when used.
    • The Blink Dagger lets any hero instantly teleport a short distance. Taking damage from enemies briefly disables it, making it much more useful for jumping onto enemies than to escape from them.
    • Io can use Relocate to teleport to any point on the map, and bring an ally with it if they're connected by Io's Tether. This requires Io to channel for a few seconds, and after a delay, Io is warped back to its original location (the ally also comes along with it if they're still tethered).
  • In Dragon's Dogma and 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.
  • In the Dragon Quest series, the Zoom spell/the Chimera Wing item can take you to any previously-visited town, but using it indoors causes it to fail (and your party to hit their heads on the ceiling).
  • Mother:
    • PSI Teleport requires that the user run a certain distance in order to gain enough speed to take 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 in enclosed spaces.
    • EarthBound (1994): Subverted once PSI Teleport Beta is acquired, as the user automatically turns in a tight spiral which makes it far easier to use.
    • Averted with the Starmen, who can teleport without moving, and Poo shows an implied variant called PSI Farewell at the end of the game that only requires him to spin in place, eliminating the weakness altogether.
  • The Elder Scrolls III: Morrowind: The game has multiple means of teleportation, each of which comes with its own limitations:
    • Mark/Recall is a form of intangible Anchored Teleportation 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 Portal Network 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 Portal Network 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 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.
  • Final Fantasy XIV: 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 The Lifestream. 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). 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.
  • Fortune Summoners: Sana's Teleport spell is a Warp Whistle that costs Mana and has a casting time.
  • The Golden Sun series:
    • On the overworld, Teleport brings you directly to a town you've already been to. In dungeons and towns, it can only be used on some ritual circles which then take you to the paired circle.
    • Every main character has the Retreat power, which is basically an Escape Rope that teleports you back to the entrance of a dungeon.
  • Heat Signature has three teleporter gadgets, each with a drawback:
    • Sidewinders require a clear path with no closed doors or walls in your way.
    • Visitors teleport you to your target location for a few seconds before pulling you back.
    • Swappers: Swap Teleportation with a requirement for a secondary person as a target, limiting your possible destinations.
    • Lore Wise they also create a new you and destroy the old one, but can malfunction and create two of you, at which point you legally have one hour in which you can murder each other before having to agree to share your stuff.
    • Ship-based teleporters have no built-in drawbacks, but can be hacked to turn them off or cause them to teleport their users directly into space.
  • Heaven's Vault: Teleportation is range-limited by depending on Lost Technology that went centuries without maintenance.
  • The Legend of Zelda: Ocarina of Time: Farore's Wind can only be used inside dungeons, and when first used it will warp Link to the entry point of whichever room he's in and create a warp point he can return to later, but only one warp point can be active at a time.
  • Lemmings had two examples in its history:
    • Lemmings 3D had vertical teleporters but they'd often take the lemmings to places where they'd have a steep drop and get stunned, requiring the floater skill.
    • Lemmings Revolution had horizontal teleporters with a swirl in, and to quote the game manual:
      Ohh!! Floaty light! Be careful with these teleporters, as you never know where they'll take you.
    • They certainly were damaging for the Lemmings, and also had Gravity Screw, taking the Lemmings upside-down in some cases. In any case, they acted as a quasi-Unrealistic Black Hole.
  • Okiku, Star Apprentice: The Warp Whistle Teleport Orb "whisks you off to a place you already visited".
  • In Poptropica, you get a Carrot Transporter on 24 Carrot Island. It can only teleport you outside of the factory, which you likely won't even need because you can exit the place normally.
  • Runescape: Warp Whistle Teleportation for the player comes in three flavours; teleportation spells, the Lodestone system, and enchanted items, each of which has its own upsides and downsides:
    • Teleportation spells work nearly instantly, and most towns and cities have an associated spell. The downside is that they require spending runes (and in at least one case, a secondary item) in order to use, which take up valuable inventory space when out in the field, and that several of the spells are locked to specific "spellbooks" which cannot be swapped between at will outside of specific areas, limiting what teleports are available at any given moment.
    • Lodestones are free to use, don't require any sort of equipment or item to access, and most major towns and cities (albeit not as many as the aforementioned spells) are connected to the Lodestone network.note  However, they have a 17-second long casting time (in addition to needing complete concentration, meaning that, for instance, being attacked interrupts the teleport), and require the player to have previously physically interacted with the Lodestone on a previous visit to the destination.
    • Enchanted items that provide teleportation typically allow quick access to specific points of interest, and can often be worn as jewelry instead of filling up an inventory slot.note  However, most of these items either have a limited number of uses before being destroyed, can only be used a few times per real-life day, or have significant unlock requirements (such as quests and lengthy achievement lists) before they can be obtained.
  • The Super Smash Bros. games have Zelda and Mewtwo who can teleport around the stage, and in Zelda's case, hit the opponent when she reappears. However, both of them enter a helpless state if reappearing in the air, rendering them unable to act until they land (and thus vulnerable to a Ring Out if reappearing far from the stage). Zelda also leaves a trail behind her, which an experienced opponent can track and exploit.
  • Spelunky: The teleporter item allows spelunkers to teleport through levels with blazing speed, skipping most enemies en route to the goal. However, it's possible to be the victim of a Tele-Frag if the device teleports them into a block. The game will attempt to save them by placing them in a free space up to 3 blocks above the teleporting destination, but if it can't find one, they're screwed.
  • In Terraria, The Rod of Discord allows you to teleport on a cooldown. If you attempt to teleport while still under the cooldown, you take damage. Try another teleport after that, and... well...
    • As of version 1.4.4, this can be overcome by throwing the rod into a pool of Shimmer, which will turn it into a Rod of Harmony allowing you to teleport without taking damage, though this requires defeating the Moon Lord first.
  • In Titanfall 2, 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 Tele-Frag itself.
  • In Total Distortion, teleportation between universes costs quite a bit of energy, with the amount going up the larger the object is - so teleporting anything larger than a book can get extremely expensive. What's more, if a living creature is teleported, it falls into a six-week-long coma, so teleporting a person requires an indestructible metal tube filled with nutrient-rich fluids - which, of course, costs a pretty penny to send across. The player character starts the game millions in debt, due to the massive cost of the energy used to send their tower to another dimension.
  • Unreal Tournament: This game introduced the translocator within the series, where the destination beacon could be damaged and thus kill the user. It was otherwise unrestricted, although the flag wouldn't teleport with the user. Later games added limited charges to cut down on teleport spam.
  • Valheim: Players can build portals to connect any two points they have visited, but they can't be used while carrying raw metal (ore or ingots). This makes ore mining much more logistically difficult than gathering other resources, though you can still bring in materials to build a cart or a ship to make the process somewhat easier.
  • Warcraft III:
    • The Mass Teleport ability can move up to 24 units to a friendly unit, but it has to be a ground unit or building.
    • The Scroll of Town Portal makes the user invulnerable while casting, but it has to be used on a town hall building.
    • Blink is a short-ranged teleport that requires vision of the target area. However, having seen the location once is enough even if it's under Fog of War, so the campaign has some secret areas that require the use of other vision-granting spells or units to access.
  • Minecraft lets a player teleport by throwing an enderpearl (dropped by the teleporting Endermen) and teleporting to where it hits a solid surface. Teleporting causes the player to take 2.5 hearts of damage; though since this damage is counted as damage from falling a player can reduce it by wearing boots enchanted with Feather Falling. Throwing the enderpearl at a sheer wall or directly underneath a block results in you appearing inside, at which point you start to suffocate and, unless there is an area into which you can be ejected to or you manage to break the block you're in, will die.
    • This usually limits a player to teleporting to places they can see and target accurately, but true to form, with Minecraft being an especially open sandbox, players have found ways of expanding the enderpearl's range: By throwing an enderpearl into water with bubbles that cause entities (such as an enderpearl) to float upwards, the enderpearl stays suspended on the water's surface. Players can use this to create portal networks by physically connecting two or more of these teleportation nodes with redstone that moves a physical surface to touch the enderpearl; but only if the area the enderpearl is in is close enough to be loaded, making long-distance travel using this multistage teleportation. Given that the distance areas stay loaded can be controlled by the menu, but is usually set by the player to the maximum distance that doesn't cause lag, which in turn is determined by the RAM of the computer the player is playing on, this type of teleportation is limited by the quality of the computer a player uses. An area going from unloaded to loaded can cause some finicky issues, so imperfectly set-up nodes can activate by accident.
      Interestingly, this method of transportation is incompatible with one of the game's other methods of transportation: Opening a portal to the Nether, travelling a while, then opening another portal back to the Overworld: Every meter travelled in the Nether counts as eight meters travelled in the Overworld, but water cannot exist in the Nether - you can bring some with you, but if you pour it out it vanishes in a puff of water vapour.

    Visual Novels 

    Web Animation 
  • RWBY: Raven's Semblance allows her to create a bond with a person. That bond allows her to create a portal to that person, effectively allowing her to teleport straight to them. While this means she teleport any distance across the world, she can only do it to a person with whom she has bonded. Known bonds include Taiyang, Yang, Qrow, and, by implication, Vernal.

    Webcomics 
  • Widdershins: Small group teleportation, and Mass Teleportation of cruise ship-type size:
    Kate A: Circumstances, and the wizard themselves, have to be 100% correct for it to work. Acedia is quite good at it because she's far too lazy to actually travel anywhere, and that kinda fuels the spirit she called on. Also, you don't know what she gave in exchange...
  • Heart of Keol: Teleportation is one of many possible powers a dokkabi can possess. However, it takes care and practice to do safely and avoid embedding oneself inside an object at the destination, and teleporting more than one's own self requires more power than most dokkabi have at their disposal.

    Web Original 
  • In The Colmaton Universe Exit can teleport herself and other objects or people she's in contact with weighing up to 2,000 pounds, but only to the location she's designated as "home". When she winds up in another universe in the "Crosstime Caper" arc her teleports take her to the village the portal brought them to.

    Western Animation 
  • My Little Pony: Friendship Is Magic: Twilight's teleportation is Flashy, loud, and in the early episode "The Ticket Master", Twilight teleports herself and Spike away from a crowd of ponies chasing her for her Grand Galloping Gala ticket, leaving Spike dizzy and covered in ashes. In later episodes, that no longer happens, so it seems she mastered the spell.
    • Twilight suffers a case of Power Incontinence at one point, having been used as a vessel to contain all of the Alicorn Magic in Equestria. The most immediate drawback is that she finds herself subject to Teleport Spam by her own power, jumping her randomly all over Equestria until she gets a handle on it.
  • Glimmer from She-Ra and the Princesses of Power has the ability to teleport and shoot sparkly blasts. She uses Teleport Spam 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 claiming the full power of the Moon Stone, none of these limits apply.
  • X-Men: Evolution: Nightcrawler's powers aren't especially elaborated on, though at one point he explains to Kitty he can't teleport them off an airplane due to being way too high up and moving too fast. Objects will also break apart if he teleports into them, so one can only wonder what would happen if he teleported into a person. Messing with his teleporting can also allow a hellish dimension to leak through. It Makes Sense In Context.


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