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* At the beginning of ''WebAnimation/SuperShowdownBowl'', Dr. Manhattan establishes that the arena is surrounded by a forcefield preventing even the heroes and villains gifted with teleportation powers to escape. The field is generated by the Oscar being himself, leaving them no choice but to fight.

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* At the beginning of ''WebAnimation/SuperShowdownBowl'', "WebAnimation/SuperShowdownBowl", Dr. Manhattan establishes that the arena is surrounded by a forcefield preventing even the heroes and villains gifted with teleportation powers to escape. The field is generated by the Oscar being himself, leaving them no choice but to fight.
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* ''Series/{{Sanctuary}}'': All Sanctuaries are protected by interference generators that turn any teleporting [[DifferentlyPoweredIndividual Abnormal]] attempting to enter one of them into disparate molecules. Originally designed to stop [[UsefulNotes/JackTheRipper John Druitt]], they become more useful when the Cabal starts creating teleporting soldiers of their own.

to:

* ''Series/{{Sanctuary}}'': ''Series/Sanctuary2007'': All Sanctuaries are protected by interference generators that turn any teleporting [[DifferentlyPoweredIndividual Abnormal]] attempting to enter one of them into disparate molecules. Originally designed to stop [[UsefulNotes/JackTheRipper John Druitt]], they become more useful when the Cabal starts creating teleporting soldiers of their own.
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* ''Fanfic/OversatuatedWorld'': ''Fanfic/{{Oversaturation}}'': "Running": The Everfree Forest isn't a good idea to try and teleport into, for anyone other than chaos magic master Discord:
--> '''Author's Notes:''' Plus, teleporting into the Everfree still isn't the best of ideas for anyone other than Discord.

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Not a preventive method.


Compare NoWarpingZone. TeleportationWithDrawbacks is the opposite way of restricting the power, by affecting the power itself, instead of defending against it.

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Compare NoWarpingZone.NoWarpingZone, which is for FasterThanLightTravel. TeleportationWithDrawbacks is the opposite way of restricting the power, by affecting the power itself, instead of defending against it.



* ''Manga/DarwinsGame'': Wang can swap himself with another person, which is less practical than simply teleporting away or cutting but good in a pinch if he's trapped.


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* ''Fanfic/ThePalaververse'': ''Wedding March'': An area can have "warding against teleportation" applied to it, to prevent leaving it that way.

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%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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* Allow it to work, but one-way only, e.g. incoming only, or outgoing only.

to:

* Allow it to work, but one-way only, e.g. , incoming only, only or outgoing only.



* ''Literature/ACertainMagicalIndex'':
** Touma Kamijou's [[AntiMagic Imagine Breaker]] means that he cannot be teleported at all. [[RealityWarper Othinus]] gets around this because she actually changes the surroundings instead of moving Touma. Also, when Awaki Musujime tries to kill Kuroko by teleporting a massive object on top on her, Touma punches the object while it is materializing, causing it to return to its starting position.
** According to the author, Accelerator can negate attempts to teleport him against his will or TeleFrag objects into him. Teleportation still requires a vector of movement (albeit [[ExtradimensionalShortcut in more than three dimensions]]), so Accelerator can [[AttackReflector reflect it just like he can reflect other attacks]].



* In ''Literature/FateApocrypha'', Mordred and Kairi Sisigou get separated during their fight with Semiramis. Kairi tries to use a Command Spell to make Mordred teleport back to him, but Semiramis explains her magic can prevent it from working.



* ''Literature/{{Overlord|2012}}'': Nazerick is normally covered in defensive wards which prevent any form of teleportation, except by wearers of the Ring of Ainz Ooal Gown (who are paranoid enough to remove it before going outside). On a smaller scale, Ainz also knows a spell called ''Delay Teleportation'' which he uses in battle as a trap for teleporting opponents.



* In ''ComicBook/HelOnEarth'', when the Franchise/{{Justice League|OfAmerica}} storms the Fortress of Solitude, Cyborg tries to save time by teleporting the League to [[WellIntentionedExtremist H'el]] with a boom tube. However, H'el toys with them by redirecting their boom tubes, forcing the League to break in the hard way.
* Adam Strange uses this technique to get rid of Aaron Bodine in ''ComicBook/{{Starman}}'', [[BriarPatching tricking him into attempting to use his Zeta Beam teleporter]] when Opal City is sealed under a shadow shield. The machine attempts to do its job, sending Bodine to splat against the shield.
* At one point in Marvel Comics, organizations like S.H.I.E.L.D. are shown to have entire departments dedicated to detecting and interfering with teleportation. The problem is there are countless methods being discovered, [[LensmanArmsRace so there is endless effort to block each specific one]]. ''ComicBook/SecretEmpire'' introduced a planetary shield that was impenetrable and saturated the world with "grey particles" that blocked teleportation of any kind.

to:

* ''Franchise/TheDCU'':
**
In ''ComicBook/HelOnEarth'', when the Franchise/{{Justice ComicBook/{{Justice League|OfAmerica}} storms the Fortress of Solitude, Cyborg tries to save time by teleporting the League to [[WellIntentionedExtremist H'el]] with a boom tube. Boom Tube. However, H'el toys with them by redirecting their boom tubes, Boom Tubes, forcing the League to break in the hard way.
* ** Adam Strange uses this technique to get rid of Aaron Bodine in ''ComicBook/{{Starman}}'', ''ComicBook/StarmanDCComics'', [[BriarPatching tricking him into attempting to use his Zeta Beam teleporter]] when Opal City is sealed under a shadow shield. The machine attempts to do its job, sending Bodine to splat against the shield.
* At one point in Marvel Comics, organizations ''Franchise/MarvelUniverse'': Organizations like S.H.I.E.L.D. ComicBook/{{SHIELD}} are shown to have entire departments dedicated to detecting and interfering with teleportation. The problem is there are countless methods being discovered, [[LensmanArmsRace so there is endless effort to block each specific one]]. ''ComicBook/SecretEmpire'' introduced a planetary shield that was impenetrable and saturated the world with "grey particles" that blocked teleportation of any kind.



* In ''Fanfic/HellsisterTrilogy'', Darkseid disrupts the warp gate transporting ComicBook/{{Supergirl}} back to the world of the living, making her land right in front of her -very bloodthirsty- enemy [[EvilTwin Satan Girl]].

to:

* In ''Fanfic/HellsisterTrilogy'', Darkseid disrupts the warp gate transporting ComicBook/{{Supergirl}} back to the world of the living, making her land right in front of her -very bloodthirsty- (very bloodthirsty) enemy [[EvilTwin Satan Girl]].



* ''Franchise/StarTrek''

to:

* ''Franchise/StarTrek''''Franchise/StarTrek'':



* In ''Literature/BattlefieldEarth'', [[TheHeavy Terl]] teleports back into his planet, where he thinks his gold awaits. But his gold has been teleported elsewhere, and he [[spoiler:dies because his planet has become a giant fireball]].
* In ''Literature/DragonBones'', Oreg, who is a weird mixture of FriendlyGhost and GeniusLoci, but has a solid body, can teleport everywhere inside castle Hurog, and can also do this outside the castle, but only up to a certain distance. He can also teleport to [[MadeASlave the owner of the ring he's bound to]], but that's it.
* The Earth defense puts up a hyperspace barrier in Literature/LordFromPlanetEarth which ejects any object in hyperspace back to a normal space. Right into the sights of the Earth space fleet to blast the enemies away.
* In ''Literature/TheStarsMyDestination'', where Jaunting is the most common psychic talent, anti-teleport security measures include turning headquarters and homes into elaborate manipulable mazes. Anyone trying to jaunt in risks embedding their foot in an uneven floor or their entire body in a wall that wasn't there the day before.
* ''Literature/TheMerchantPrincesSeries'':
** ''The Merchants' War'' by Creator/CharlesStross has a smart antagonist going up against dimension-hopping teleporters. Their particular brand of teleportation has safeties built in so that, if there's an obstacle at the other end, the teleport simply doesn't work. So, he fills his castle with netting and rope to foil his foes, which not only traps the teleporters into going exactly where he lets them, but lets his own troops walk around unhindered to boot.
** More generally, ''everyone'' makes sure that important buildings are doppelgangered, or built on in both dimensions. The only exceptions are Modern Earth buildings that are several stories high, since there's no way to build something like that in the Gruinmarkt and nobody can get that high anyway.
* Short story "Not a Prison Make" by Joseph P. Martino. The natives of an alien planet have the ability to teleport at will, which they use to make guerrilla attacks against invading Earth troops. The Earthmen try to make it more difficult for the aliens to infiltrate their base by filling empty areas with solid matter so the aliens can't appear there.

to:

* In ''Literature/BattlefieldEarth'', [[TheHeavy Terl]] teleports back into his planet, where he thinks his gold awaits. But However, his gold has been teleported elsewhere, and he [[spoiler:dies because his planet has become a giant fireball]].
* In ''Literature/DragonBones'', Oreg, who is a weird mixture of FriendlyGhost and GeniusLoci, but has a solid body, can teleport everywhere inside castle Hurog, and can also do ''Literature/ACertainMagicalIndex'':
** Touma Kamijou's [[AntiMagic Imagine Breaker]] means that he cannot be teleported at all. [[RealityWarper Othinus]] gets around
this outside because she actually changes the castle, but only up surroundings instead of moving Touma. Also, when Awaki Musujime tries to kill Kuroko by teleporting a certain distance. He can also teleport to [[MadeASlave the owner of the ring he's bound to]], but that's it.
* The Earth defense puts up a hyperspace barrier in Literature/LordFromPlanetEarth which ejects any
massive object in hyperspace back to a normal space. Right into on top on her, Touma punches the sights of object while it is materializing, causing it to return to its starting position.
** According to
the Earth space fleet to blast the enemies away.
* In ''Literature/TheStarsMyDestination'', where Jaunting is the most common psychic talent, anti-teleport security measures include turning headquarters and homes into elaborate manipulable mazes. Anyone trying to jaunt in risks embedding their foot in an uneven floor or their entire body in a wall that wasn't there the day before.
* ''Literature/TheMerchantPrincesSeries'':
** ''The Merchants' War'' by Creator/CharlesStross has a smart antagonist going up against dimension-hopping teleporters. Their particular brand of teleportation has safeties built in so that, if there's an obstacle at the other end, the teleport simply doesn't work. So, he fills his castle with netting and rope to foil his foes, which not only traps the teleporters into going exactly where he lets them, but lets his own troops walk around unhindered to boot.
** More generally, ''everyone'' makes sure that important buildings are doppelgangered, or built on in both dimensions. The only exceptions are Modern Earth buildings that are several stories high, since there's no way to build something like that in the Gruinmarkt and nobody
author, Accelerator can get that high anyway.
* Short story "Not a Prison Make" by Joseph P. Martino. The natives of an alien planet have the ability
negate attempts to teleport at will, which they use to make guerrilla attacks him against invading Earth troops. The Earthmen try to make it his will or TeleFrag objects into him. Teleportation still requires a vector of movement (albeit [[ExtradimensionalShortcut in more difficult for the aliens to infiltrate their base by filling empty areas with solid matter than three dimensions]]), so the aliens can't appear there.Accelerator can [[AttackReflector reflect it just like he can reflect other attacks]].



* ''Literature/{{Dragaera}}'' has sorcerous teleporation blocks, which can be configured to either only keep people from teleporting in, or to prevent teleportation both ways. The blocks are always placed over battlefields, to prevent teleportation from being used in war.
* In ''[[Literature/EighthDoctorAdventures The Eight Doctors]]'', an envious Time Lord is given a Timescoop by his superiors so he can get rid of the Doctor as a deniable agent. He tries to send several powerful monsters, but Five and Eight stop the attempts. When he tries again, the Doctors have rigged a counter to return the last monster - not to its point of origin, but to ''sender'', with predictable consequences for the mook.
* In ''Literature/FateApocrypha'', Mordred and Kairi Sisigou get separated during their fight with Semiramis. Kairi tries to use a Command Spell to make Mordred teleport back to him, but Semiramis explains her magic can prevent it from working.



** There are some other, more rarely used types, which tend to bypass restrictions: in the fifth book, Dumbledore uses his phoenix to teleport out of Hogwarts, because he can't Apparate from there. [[spoiler:Vanishing Cabinets]] seem to have a somewhat dangerous Floo-like network, which is used in the sixth book [[spoiler:by Death Eaters, to infiltrate Hogwarts.]]
* The thirteenth book in ''Literature/TheWheelOfTime'' presents the ''dreamspike'' artifact, which blocks the creation of Gateways within a large radius of its position, including ones inbound from outside the area of effect. In the Dream World, it visibly manifests as a spherical, semipermeable barrier of similar effect, except that teleportation is still possible between two points both inside the barrier.
* ''Literature/{{Dragaera}}'' has sorcerous teleporation blocks, which can be configured to either only keep people from teleporting in, or to prevent teleportation both ways. The blocks are always placed over battlefields, to prevent teleportation from being used in war.

to:

** There are some other, more rarely used types, which tend to bypass restrictions: in the fifth book, Dumbledore uses his phoenix to teleport out of Hogwarts, because he can't Apparate from there. [[spoiler:Vanishing Cabinets]] seem to have a somewhat dangerous Floo-like network, which is used in the sixth book [[spoiler:by Death Eaters, to infiltrate Hogwarts.]]
* The thirteenth book in ''Literature/TheWheelOfTime'' presents the ''dreamspike'' artifact, which blocks the creation of Gateways within a large radius of its position, including ones inbound from outside the area of effect. In the Dream World, it visibly manifests as a spherical, semipermeable barrier of similar effect, except that teleportation is still possible between two points both inside the barrier.
* ''Literature/{{Dragaera}}'' has sorcerous teleporation blocks, which can be configured to either only keep people from teleporting in, or to prevent teleportation both ways. The blocks are always placed over battlefields, to prevent teleportation from being used in war.
Hogwarts]].



* In ''[[Literature/EighthDoctorAdventures The Eight Doctors]]'', an envious Time Lord is given a Timescoop by his superiors so he can get rid of the Doctor as a deniable agent. He tries to send several powerful monsters, but Five and Eight stop the attempts. When he tries again, the Doctors have rigged a counter to return the last monster - not to its point of origin, but to ''sender'', with predictable consequences for the mook.

to:

* In ''[[Literature/EighthDoctorAdventures ''Literature/{{Hurog}}'', Oreg, who is a weird mixture of FriendlyGhost and GeniusLoci, but has a solid body, can teleport everywhere inside castle Hurog, and can also do this outside the castle, but only up to a certain distance. He can also teleport to [[MadeASlave the owner of the ring he's bound to]], but that's it.
* In ''Literature/ALordFromPlanetEarth'', the Earth defense puts up a hyperspace barrier which ejects any object in hyperspace back to a normal space. Right into the sights of the Earth space fleet to blast the enemies away.
* ''Literature/TheMerchantPrincesSeries'':
** ''The Merchants' War'' has a smart antagonist going up against dimension-hopping teleporters. Their particular brand of teleportation has safeties built in so that, if there's an obstacle at the other end, the teleport simply doesn't work. So, he fills his castle with netting and rope to foil his foes, which not only traps the teleporters into going exactly where he lets them, but lets his own troops walk around unhindered to boot.
** More generally, ''everyone'' makes sure that important buildings are doppelgangered, or built on in both dimensions.
The Eight Doctors]]'', an envious Time Lord is given a Timescoop by his superiors so he only exceptions are Modern Earth buildings that are several stories high, since there's no way to build something like that in the Gruinmarkt and nobody can get rid of that high anyway.
* In
the Doctor as short story "Not a deniable agent. He tries to send several powerful monsters, but Five and Eight stop Prison Make" by Joseph P. Martino, the attempts. When he tries again, the Doctors natives of an alien planet have rigged a counter to return the last monster - not ability to its point of origin, but teleport at will, which they use to ''sender'', with predictable consequences make guerrilla attacks against invading Earth troops. The Earthmen try to make it more difficult for the mook.aliens to infiltrate their base by filling empty areas with solid matter so the aliens can't appear there.
* ''Literature/Overlord2012'': Nazerick is normally covered in defensive wards which prevent any form of teleportation, except by wearers of the Ring of Ainz Ooal Gown (who are paranoid enough to remove it before going outside). On a smaller scale, Ainz also knows a spell called ''Delay Teleportation'' which he uses in battle as a trap for teleporting opponents.
* In ''Literature/TheStarsMyDestination'', where Jaunting is the most common psychic talent, anti-teleport security measures include turning headquarters and homes into elaborate manipulable mazes. Anyone trying to jaunt in risks embedding their foot in an uneven floor or their entire body in a wall that wasn't there the day before.



* The thirteenth ''Literature/TheWheelOfTime'' book presents the ''dreamspike'' artifact, which blocks the creation of Gateways within a large radius of its position, including ones inbound from outside the area of effect. In the Dream World, it visibly manifests as a spherical, semipermeable barrier of similar effect, except that teleportation is still possible between two points both inside the barrier.



* ''Series/AgentsOfShield'' has a variation on this in season 2: [[GadgeteerGenius Fitz]] builds a device that prevents Gordon from teleporting out of a room (though he can still teleport within that room).
* ''Series/DoctorWho'': In general, {{Teleportation}} devices are called "transmats". They're not as widely used as in ''Franchise/StarTrek'', but blocking them has come up before.
** In "[[Recap/DoctorWhoS12E4GenesisOfTheDaleks Genesis of the Daleks]]", the Doctor and companions are taken to Skaro (homeworld of the Daleks) by this means. Another Time Lord reminds the Doctor (when he complains of the risk) that this is a simple thing for them, and they learned how to do it ''when the universe was less than half its present size''.
** Blon Fel-Fotch Pasameer-Day Slitheen loves to teleport. The Ninth Doctor had already demonstrated that he can reverse a teleport. In "[[Recap/DoctorWhoS27E11BoomTown Boom Town]]", he does so several times as she repeatedly fails to run away and ends up closer every time.
* ''Series/TheFlash2014'': Shawna Baez (a.k.a. Peek-a-Boo) can teleport, but only to a place she can see. When apprehending her, Barry knocks out all the lights in a tunnel (at night), thus preventing Shawna from escaping. She is then put into a cell in the Pipeline which has a one-way mirror, so she can't see outside the cell and thus can't teleport.
* ''Series/{{Sanctuary}}'': All Sanctuaries are protected by interference generators that turn any teleporting [[DifferentlyPoweredIndividual Abnormal]] attempting to enter one of them into disparate molecules. Originally designed to stop [[UsefulNotes/JackTheRipper John Druitt]], they become more useful when the Cabal starts creating teleporting soldiers of their own.
* ''Series/{{Smallville}}'': Alicia Baker can teleport, but she can't use her power if she is touching or surrounded by lead, so she can be imprisoned in a lead-lined room or depowered by being made to wear a lead bracelet.
* ''Franchise/StargateVerse'':
** ''Series/StargateSG1'':
*** The "iris" is a metal cover that prevents unwanted visitors from entering Stargate Command on Earth. Stargate Command personnel and their allies are given a GDO ("garage door opener") which transmits an IDC (Gateworld wiki says this is an "iris deactivation code"), and only with a valid and received IDC will Stargate Command open the iris and allow people on the other side of the gate to reach Earth. The big keyboard near gates, the DHD ("dial home device") is merely the object which activates a gate and has nothing to do with the iris (though on Atlantis, the DHD panel in the control room has a button to raise the iris-like force shield). In case that doesn't work, there are machine guns and a heavy steel door between the Stargate and the rest of the base. The Asgard develop a version of their own which uses an almost-invisible force-field. SG-1 often tells less technologically advanced peoples to just bury their gate to avoid unwanted visitors. In the {{Backstory}}, the ancient Egyptians covered the gate with a big rock, and ''then'' buried it. The Tollan intangibility technology can go through the iris, so eventually the Goa'uld attempt to blackmail them into using it to bomb Earth.
*** One episode focused upon the Avenger, a virus that, when uploaded into a Stargate, used the gates' correlative update feature to spread across the entire network and disable correlative updates, causing all Stargates in the galaxy to lose track of each other and stop functioning until the virus was purged.
*** One episode has a planet belonging to Anubis (dead and gone by this point) protected by a "call forwarding device". Any incoming gate traffic with organic matter is held in the gate's buffer awaiting a positive recognition code. If the code is not received the gate auto-dials another planet and dumps its buffer there.
** ''Series/StargateAtlantis'':
*** The crew of the ''Daedalus'', in their first appearance, plans on destroying a bunch of Wraith ships by using Asgard beaming technology to beam nukes onto them. It works the first three times they try it. After that, the Wraith figure out how to jam the beam. It's implied that they have managed to adapt so quickly because they have already had to do this when fighting the Vanir (rogue Asgard in the Pegasus Galaxy). The beams used by the Tau'ri are of Asgard origin. In a ''SG-1'' crossover episode, they are able to teleport a nuke onboard a Hive-ship again when in the vicinity of a black hole, which disrupts the jamming signal (but, apparently, not the teleport). The explosion of the Hive-ship provides enough power for a Pegasus gate to connect to a Supergate in the Milky Way, the "kawoosh" of which takes out an Ori Mothership. Two (very large) birds with one nuke.
*** The show also features the mother of all interdiction methods: the Attero Device. Once activated, it disrupts the hyperspace frequency used by Wraith ships (and ''only'' Wraith ships), causing them to violently explode the moment they try to cross the event horizon. What's more, its effective range happens to span across ''the entire galaxy''. Problem is, the subspace interference produced by the Device also causes all active Stargates within said effective range to overload and cook off in a multi-megaton detonation visible from orbit. Suffice to say, more than a few inhabited planets found this out the hard way...



** In general, it's not possible to transport through a ship's deflector shields. Usually this is used as a way to add drama -- with the ship having to drop its shields briefly in the middle of battle in order to beam back an away team -- but it also means transporter-enabled boarding parties aren't a major part of battle tactics.
** And of course, every other NegativeSpaceWedgie will prevent the transporter from being used.
** ''Series/StarTrekTheOriginalSeries'': The Tantalus penal colony ("Dagger of the Mind") and the Elba II asylum ("Whom Gods Destroy") have security force fields which must be deactivated to allow beaming up or down.
** ''Series/StarTrekTheNextGeneration'': In the episode "Attached", the Enterprise's transporter beam is redirected by hostile faction on one planet, so Picard and Crusher end up in a prison cell on a different continent from where they intended to materialize.
** ''Series/StarTrekDeepSpaceNine'': The episode "The Darkness and the Light" features the "remat detonator", which disrupts a person's pattern during transporter rematerialization, with [[SpontaneousHumanCombustion gruesome results]].

to:

** In general, it's not possible to transport through a ship's deflector shields. Usually this DeflectorShields. This is usually used as a way to add drama -- with (with the ship having to drop its shields briefly in the middle of battle in order to beam back an away team -- team), but it also means transporter-enabled boarding parties aren't a major part of battle tactics.
** And
tactics. And, of course, every other NegativeSpaceWedgie will prevent the transporter from being used.
** ''Series/StarTrekTheOriginalSeries'': The Two prisons shown in ''Series/StarTrekTheOriginalSeries'', the Tantalus penal colony ("Dagger ("[[Recap/StarTrekS1E9DaggerOfTheMind Dagger of the Mind") Mind]]") and the Elba II asylum ("Whom ("[[Recap/StarTrekS3E14WhomGodsDestroy Whom Gods Destroy") Destroy]]"), have security force fields which must be deactivated to allow beaming up or down.
** ''Series/StarTrekTheNextGeneration'': In the ''Series/StarTrekTheNextGeneration'' episode "Attached", "[[Recap/StarTrekTheNextGenerationS7E7Attached Attached]]", the Enterprise's ''Enterprise'''s transporter beam is redirected by hostile faction on one planet, so Picard and Crusher end up in a prison cell on a different continent from where they intended to materialize.
** ''Series/StarTrekDeepSpaceNine'': The ''Series/StarTrekDeepSpaceNine'' episode "The "[[Recap/StarTrekDeepSpaceNineS05E11TheDarknessAndTheLight The Darkness and the Light" Light]]" features the "remat detonator", which disrupts a person's pattern during transporter rematerialization, with [[SpontaneousHumanCombustion gruesome results]].



* ''Franchise/StargateVerse'':
** ''Series/StargateSG1'':
*** The "iris" is a metal cover that prevents unwanted visitors from entering Stargate Command on Earth. Stargate Command personnel and their allies are given a GDO ("garage door opener") which transmits an IDC (Gateworld wiki says this is an "iris deactivation code"), and only with a valid and received IDC will Stargate Command open the iris and allow people on the other side of the gate to reach Earth. The big keyboard near gates, the DHD ("dial home device") is merely the object which activates a gate and has nothing to do with the iris (though on Atlantis, the DHD panel in the control room has a button to raise the iris-like force shield). In case that doesn't work, there are machine guns and a heavy steel door between the Stargate and the rest of the base. The Asgard develop a version of their own which uses an almost-invisible force-field. SG-1 often tells less technologically advanced peoples to just bury their gate to avoid unwanted visitors. In the BackStory, the ancient Egyptians covered the gate with a big rock, and ''then'' buried it. The Tollan intangibility technology can go through the iris, so eventually the Goa'uld attempt to blackmail them into using it to bomb Earth.
*** One episode focused upon the Avenger, a virus that, when uploaded into a Stargate, used the gates' correlative update feature to spread across the entire network and disable correlative updates, causing all Stargates in the galaxy to lose track of each other and stop functioning until the virus was purged.
*** One episode has a planet belonging to Anubis (dead and gone by this point) protected by a "call forwarding device". Any incoming gate traffic with organic matter is held in the gate's buffer awaiting a positive recognition code. If the code is not received the gate auto-dials another planet and dumps its buffer there.
** ''Series/StargateAtlantis'':
*** The crew of the ''Daedalus'', in their first appearance, plans on destroying a bunch of Wraith ships by using Asgard beaming technology to beam nukes onto them. It works the first three times they try it. After that, the Wraith figure out how to jam the beam. It's implied that they have managed to adapt so quickly because they have already had to do this when fighting the Vanir (rogue Asgard in the Pegasus Galaxy). The beams used by the Tau'ri are of Asgard origin. In a ''SG-1'' crossover episode, they are able to teleport a nuke onboard a Hive-ship again when in the vicinity of a black hole, which disrupts the jamming signal (but, apparently, not the teleport). The explosion of the Hive-ship provides enough power for a Pegasus gate to connect to a Supergate in the Milky Way, the "kawoosh" of which takes out an Ori Mothership. Two (very large) birds with one nuke.
*** The show also features the mother of all interdiction methods: the Attero Device. Once activated, it disrupts the hyperspace frequency used by Wraith ships (and ''only'' Wraith ships), causing them to violently explode the moment they try to cross the event horizon. What's more, its effective range happens to span across ''the entire galaxy''. Problem is, the subspace interference produced by the Device also causes all active Stargates within said effective range to overload and cook off in a multi-megaton detonation visible from orbit. Suffice to say, more than a few inhabited planets found this out the hard way...
* ''Series/DoctorWho'': In general, {{Teleportation}} devices are called "transmats". They're not as widely-used as in ''Franchise/StarTrek'', but blocking them has come up before.
** Blon Fel-Fotch Pasameer-Day Slitheen loves to teleport. The Ninth Doctor had already demonstrated that he can reverse a teleport. In the episode "Boom Town", he does so several times as she repeatedly fails to run away and ends up closer every time.
** In "Genesis of the Daleks", the Doctor and companions are taken to Skaro (homeworld of the Daleks) by this means. Another Time Lord reminds the Doctor (when he complains of the risk) that this is a simple thing for them, and they learned how to do it ''when the universe was less than half its present size''.
* ''Series/{{Sanctuary}}'': All Sanctuaries are protected by interference generators that turn any teleporting [[DifferentlyPoweredIndividual Abnormal]] attempting to enter one of them into disparate molecules. Originally designed to stop [[UsefulNotes/JackTheRipper John Druitt]], they become more useful when the Cabal starts creating teleporting soldiers of their own.
* ''Series/{{Smallville}}'': Alicia Baker can teleport, but she can't use her power if she is touching or surrounded by lead, so she can be imprisoned in a lead-lined room or depowered by being made to wear a lead bracelet.
* ''Series/{{The Flash|2014}}'': Shawna Baez (a.k.a. Peek-a-Boo) can teleport, but only to a place she can see. When apprehending her, Barry knocks out all the lights in a tunnel (at night), thus preventing Shawna from escaping. She is then put into a cell in the Pipeline which has a one-way mirror, so she can't see outside the cell and thus can't teleport.
* ''Series/AgentsOfShield'' has a variation on this in season 2: [[GadgeteerGenius Fitz]] builds a device that prevents Gordon from teleporting out of a room (though he can still teleport within that room).



* Classic ''TabletopGame/{{Traveller}}'' Adventure 7 ''Broadsword''. A unit of Zhodani Commandos tries to teleport aboard the title ship in order to capture it. The crew must prevent this by filling unoccupied parts of the ship with solid material so the Zhodani can't use them as a teleport location.

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* Classic ''TabletopGame/{{Traveller}}'' Adventure 7 ''Broadsword''. ''TabletopGame/BigEyesSmallMouth''. A unit of Zhodani Commandos tries force field could be designed to teleport aboard the title ship block teleportation through it by reducing its defensive strength by 15 points.
* ''TabletopGame/{{Champions}}'' has an Advantage for Force Fields (Barriers
in order to capture it. The crew must prevent this by filling unoccupied parts of the ship with solid material so the Zhodani can't use 6E) that allows them as a teleport location.to block teleportation.



** ''Magazine/{{Dragon}}'' magazine

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** ''Magazine/{{Dragon}}'' magazinemagazine:



*** Issue #205 article "Arcane Lore". The spell ''inner sanctum'' seals off an area from magical entry, such as ''teleport'' or ''dimension door'' spells.

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*** Issue In the issue #205 article "Arcane Lore". The Lore", the spell ''inner sanctum'' seals off an area from magical entry, such as ''teleport'' or ''dimension door'' spells.



** ''Anticipate teleportation'' (D&D 3.5 ''Complete Arcane'') while not blocking it, delays teleporters' arrival to allow ambushing them.

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** ''Anticipate teleportation'' (D&D 3.5 ''Complete Arcane'') Arcane''), while not blocking it, delays teleporters' arrival to allow ambushing them.



** ''Magazine/{{Dungeon}}'' magazine
*** Issue #25 adventure "A Rose for Talakara". The evil wizard Talakara used wishes from a Ring of Wishes to prevent anyone else from entering her castle by means of ''teleport'' or ''dimension door'' spells.
*** Issue #41 adventure "Deadly Treasure". After the wizard Zathis creates his tomb, he uses a ''wish'' spell to prevent the spells ''teleport'', ''word of recall'' or ''dimension door'' from working inside the tomb. This means that no-one can use any these spells to enter the tomb from the outside.
*** Issue #60 adventure "Nemesis". The final battle against the marilith Kaliva takes place in the Shrine of Shaktari. The Shrine is protected by powerful magic that prevents entry by any kind of magical teleportation, such as ''teleport'' and ''dimension door'' spells.

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** ''Magazine/{{Dungeon}}'' magazine
magazine:
*** Issue In the issue #25 adventure "A Rose for Talakara". The Talakara", the evil wizard Talakara used uses wishes from a Ring of Wishes to prevent anyone else from entering her castle by means of ''teleport'' or ''dimension door'' spells.
*** Issue In the issue #41 adventure "Deadly Treasure". After Treasure", after the wizard Zathis creates his tomb, he uses a ''wish'' spell to prevent the spells ''teleport'', ''word of recall'' or ''dimension door'' from working inside the tomb. This means that no-one can use any these spells to enter the tomb from the outside.
*** Issue In the issue #60 adventure "Nemesis". The "Nemesis", the final battle against the marilith Kaliva takes place in the Shrine of Shaktari. The Shrine is protected by powerful magic that prevents entry by any kind of magical teleportation, such as ''teleport'' and ''dimension door'' spells.



* In the RPG ''Hot Chicks'', the Ward of Shielding spell prevents magical, psionic and technological teleportation from being used to travel into or out of the protected area.



* ''TabletopGame/{{Champions}}'' has a Advantage for Force Fields (Barriers in 6E) that allows them to block teleportation.

to:

* ''TabletopGame/{{Champions}}'' has In the classic ''TabletopGame/{{Traveller}}'' Adventure 7 ''Broadsword'', a Advantage for Force Fields (Barriers unit of Zhodani Commandos tries to teleport aboard the title ship in 6E) that allows order to capture it. The crew must prevent this by filling unoccupied parts of the ship with solid material so the Zhodani can't use them to block teleportation.as a teleport location.



* ''TabletopGame/BigEyesSmallMouth''. A force field could be designed to block teleportation through it by reducing its defensive strength by 15 points.
* ''Hot Chicks'' RPG. The Ward of Shielding spell prevents magical, psionic and technological teleportation from being used to travel into or out of the protected area.



* ''VideoGame/BaldursGate'':

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* ''VideoGame/BaldursGate'':''Franchise/BaldursGate'':



* ''VideoGame/LeagueOfLegends'' The new champion, {{C|yborg}}amille, has the ability to completely lock a champion down with her ult, Hextech Ultimatum. One trapped, an enemy team member cannot exit. This includes any form of teleportation, including Twisted Fate's, Tahm Kench's, Ryze's,and Urgot's. If one of them tries, then their ultimate will only take them to the outer limit of Camille's.

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* ''VideoGame/LeagueOfLegends'' ''VideoGame/LeagueOfLegends'': The new champion, {{C|yborg}}amille, champion {{C|yborg}}amille has the ability to completely lock a champion down with her ult, Hextech Ultimatum. One trapped, an enemy team member cannot exit. This includes any form of teleportation, including Twisted Fate's, Tahm Kench's, Ryze's,and Urgot's. If one of them tries, then their ultimate will only take them to the outer limit of Camille's.



* The ''VideoGame/{{Myst}}'' series plays with this heavily. Books are tools for teleporting - touching the linking panel in a linking book will transport you to the target world or "Age". Several of the games feature the landing points being contained in order to trap or quarantine new arrivals. Sometimes characters have been trapped by destroying all linking book leading out of an Age. In one extremely clever exploitation [[spoiler: an ancient master of the Art created an Age that a person would link to, then link out to a corridor, and link back in to find that each trip would bring them to the same Age, but much older, moving forward in time each trip, eventually returning to the "present". It turns out the master had created an enormous rotating system of four contained spheres, each holding a version of the "Age". While the visitor is traveling down the corridor, the next, older looking sphere is rotated into place over the spot where they would arrive, creating a convincing illusion of time travel.]]
* In the ''VideoGame/{{Portal}}'' series, portals can only be created on certain types of surfaces (e.g. white tile, yes; bare metal, no). In the [[VideoGame/Portal1 first game]], navigating through areas with few or no portalable surfaces becomes an increasingly common puzzle element in the later stages. The [[VideoGame/Portal2 second game]] introduces a gel that can be applied to surfaces to make them portalable. It also helps that said white gel (and it's implied the tiles too) are made from a substance not readily obtainable, which becomes a plot point later. [[spoiler: They're made from moon dust]].

to:

* The ''VideoGame/{{Myst}}'' series plays with this heavily. Books are tools for teleporting - -- touching the linking panel in a linking book will transport you to the target world or "Age". Several of the games feature the landing points being contained in order to trap or quarantine new arrivals. Sometimes characters have been trapped by destroying all linking book leading out of an Age. In one extremely clever exploitation [[spoiler: an [[spoiler:an ancient master of the Art created an Age that a person would link to, then link out to a corridor, and link back in to find that each trip would bring them to the same Age, but much older, moving forward in time each trip, eventually returning to the "present". It turns out the master had created an enormous rotating system of four contained spheres, each holding a version of the "Age". While the visitor is traveling down the corridor, the next, older looking sphere is rotated into place over the spot where they would arrive, creating a convincing illusion of time travel.]]
travel]].
* ''VideoGame/NetHack'' has a good number of levels where neither the player nor most monsters are allowed to teleport.
* In the ''VideoGame/{{Portal}}'' series, portals can only be created on certain types of surfaces (e.g. , white tile, yes; bare metal, no). In the [[VideoGame/Portal1 first game]], navigating through areas with few or no portalable surfaces becomes an increasingly common puzzle element in the later stages. The [[VideoGame/Portal2 second game]] introduces a gel that can be applied to surfaces to make them portalable. It also helps that said white gel (and it's implied the tiles too) are made from a substance not readily obtainable, which becomes a plot point later. [[spoiler: They're [[spoiler:They're made from moon dust]].dust.]]



* ''VideoGame/NetHack'' has a good number of levels where neither the player nor most monsters are allowed to teleport.



* ''Webcomic/TheAdventuresOfDrMcNinja'': In [[http://drmcninja.com/archives/comic/33p135/ "The End Part 2"]], [[spoiler:Dark Smoke Puncher hacks a portal that Dracula is using to escape, depositing him in the middle of a desert. ''On a sunny day.'' "Bleh" indeed.]]
* ''Webcomic/BobAndGeorge'' Dr. Wily apparently uses this to prevent Megaman from simply teleporting inside his lair before fighting the Robot Masters.
* In ''Webcomic/ElGoonishShive'', the magical barriers that Adrian Raven puts up in the school to defend against Abraham fails to serve its intended purpose but it does seem to function as this to [[http://egscomics.com/comic/2009-06-30 Nanase's frustration]].
* ''Webcomic/GrrlPower'': Halo's indigo orb can create [[DeflectorShields a personal forcefield]] that also prevents teleporters like Harem from going through (in either directions).

to:

* ''Webcomic/TheAdventuresOfDrMcNinja'': In [[http://drmcninja.[[https://web.archive.org/web/20230430045233/http://drmcninja.com/archives/comic/33p135/ "The End End: Part 2"]], [[spoiler:Dark Smoke Puncher hacks a portal that Dracula is using to escape, depositing him in the middle of a desert. ''On ''[[WeakenedByTheLight On a sunny day.day]].'' "Bleh" indeed.]]
indeed]].
* ''Webcomic/BobAndGeorge'' ''Webcomic/BobAndGeorge'': Dr. Wily apparently uses this to prevent Megaman from simply teleporting inside his lair before fighting the Robot Masters.
* In ''Webcomic/ElGoonishShive'', the magical barriers that Adrian Raven puts up in the school to defend against Abraham fails to serve its intended purpose purpose, but it does seem to function as this to [[http://egscomics.com/comic/2009-06-30 Nanase's frustration]].
* ''Webcomic/GrrlPower'': Halo's indigo orb can create [[DeflectorShields a personal forcefield]] that also prevents teleporters like Harem from going through (in either directions).direction).



* ''Webcomic/SchlockMercenary'' has Teraport Area Denial technology which prevents all teraports into, out of or within a given volume of space. These systems can "paint" an exception, allowing authorized people (or ships or whatever) to teraport in or out without lowering all the defenses. They can even create an entire pocket within the interdiction zone that can be used as a locus for in- or out-bound travel. Since the comic is military sci-fi, teraport interdiction usually is a huge plot point as whoever isn't interdicted can move around troops, ships and ''live ammunition'' at their leisure. There are also teraport cages, which can be installed within interdiction zones and allow for teraportation within them, but they burn themselves out quickly in the process and are thus mostly used to move squads around for rapid ambushes. Finally, TAD technology ''can'' be simply [[CuttingTheKnot brute forced through]], but the energy requirements for it are so utterly ridiculous that only [[DeusEstMachina the Fleetmind]] (who finds, in the head intelligence Petey's words, "Petawatts are ''chump change''") has been able to do so consistently. And even so, it's done sparingly because that energy's got better uses elsewhere, [[spoiler:and when scaled up to planet-size almost lead to breaking the core generator they have, i.e. they almost '''broke the galaxy''' by making its core stop spinning from energy expenditure]].

to:

* ''Webcomic/SchlockMercenary'' has Teraport Area Denial technology which prevents all teraports into, out of or within a given volume of space. These systems can "paint" an exception, allowing authorized people (or ships or whatever) to teraport in or out without lowering all the defenses. They can even create an entire pocket within the interdiction zone that can be used as a locus for in- or out-bound travel. Since the comic is military sci-fi, teraport interdiction usually is a huge plot point as whoever isn't interdicted can move around troops, ships and ''live ammunition'' at their leisure. There are also teraport cages, which can be installed within interdiction zones and allow for teraportation within them, but they burn themselves out quickly in the process and are thus mostly used to move squads around for rapid ambushes. Finally, TAD technology ''can'' be simply [[CuttingTheKnot brute forced through]], but the energy requirements for it are so utterly ridiculous that only [[DeusEstMachina the Fleetmind]] (who finds, in the head intelligence Petey's words, "Petawatts are ''chump change''") has been able to do so consistently. And even so, it's done sparingly because that energy's got better uses elsewhere, [[spoiler:and when scaled up to planet-size almost lead to breaking the core generator they have, i.e. , they almost '''broke the galaxy''' by making its core stop spinning from energy expenditure]].



* In LetsPlay/ElectricalBeast's Let's Play ''Super Mario 64'', Mario loses a life whenever he performs a "telepor'".
* Spoofed in ''WebVideo/ToBoldlyFlee'', where just putting [[WebVideo/TheSpoonyExperiment The Spoony One]] inside a cardboard box prevents any teleportation.

to:

* In LetsPlay/ElectricalBeast's Let's Play LetsPlay of ''Super Mario 64'', Mario loses a life whenever he performs a "telepor'".
* Spoofed in ''WebVideo/ToBoldlyFlee'', where in which just putting [[WebVideo/TheSpoonyExperiment The Spoony One]] inside a cardboard box prevents any teleportation.



* ''WesternAnimation/StarVsTheForcesOfEvil'': In "St. Olga's Reform School for Wayward Princesses", The Tramorfidian crystal blocks the use of dimensional scissors on school grounds. Star eventually blows it up to facilitate their escape.

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* ''WesternAnimation/StarVsTheForcesOfEvil'': In "St. "[[Recap/StarVsTheForcesOfEvilS1E19StOlgasReformSchoolForWaywardPrincess St. Olga's Reform School for Wayward Princesses", The Princesses]]", the Tramorfidian crystal blocks the use of dimensional scissors on school grounds. Star eventually blows it up to facilitate their escape.
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* In the ''Literature/HeraldsOfValdemar'' novel ''Winds of Change'', the spirit of Herald Vanyel hijacks Firesong's CoolGate, bringing his party to the Forest of Sorrows instead of their intended destination. Vanyel is apologetic, but since he's a [[OurGhostsAreDifferent ghost]] who can't leave the Forest, this is the only way he has of getting in touch with them.

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* In the ''Literature/HeraldsOfValdemar'' novel ''Winds of Change'', the spirit of [[Literature/LastHeraldMageTrilogy Herald Vanyel Vanyel]] hijacks Firesong's CoolGate, bringing his party to the Forest of Sorrows instead of their intended destination. Vanyel is apologetic, but since he's a [[OurGhostsAreDifferent ghost]] who can't leave the Forest, this is the only way he has of getting in touch with them.
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* ''WesternAnimation/WolverineAndTheXMen'': Nightcrawler is captured on Genosha and kept in darkness in an opaque sphere because he needs to see where he's teleporting or risk ending up in a wall.

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* ''WesternAnimation/WolverineAndTheXMen'': ''WesternAnimation/WolverineAndTheXMen2009'': Nightcrawler is captured on Genosha and kept in darkness in an opaque sphere because he needs to see where he's teleporting or risk ending up in a wall.
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* ''LightNovel/ACertainMagicalIndex'':

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* ''LightNovel/ACertainMagicalIndex'':''Literature/ACertainMagicalIndex'':



* In ''LightNovel/FateApocrypha'', Mordred and Kairi Sisigou get separated during their fight with Semiramis. Kairi tries to use a Command Spell to make Mordred teleport back to him, but Semiramis explains her magic can prevent it from working.

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* In ''LightNovel/FateApocrypha'', ''Literature/FateApocrypha'', Mordred and Kairi Sisigou get separated during their fight with Semiramis. Kairi tries to use a Command Spell to make Mordred teleport back to him, but Semiramis explains her magic can prevent it from working.



* ''LightNovel/{{Overlord}}'': Nazerick is normally covered in defensive wards which prevent any form of teleportation, except by wearers of the Ring of Ainz Ooal Gown (who are paranoid enough to remove it before going outside). On a smaller scale, Ainz also knows a spell called ''Delay Teleportation'' which he uses in battle as a trap for teleporting opponents.

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* ''LightNovel/{{Overlord}}'': ''Literature/{{Overlord|2012}}'': Nazerick is normally covered in defensive wards which prevent any form of teleportation, except by wearers of the Ring of Ainz Ooal Gown (who are paranoid enough to remove it before going outside). On a smaller scale, Ainz also knows a spell called ''Delay Teleportation'' which he uses in battle as a trap for teleporting opponents.
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Missing dot


* In ''Literature/BattlefieldEarth'', [[TheHeavy Terl]] teleports back into his planet, where he thinks his gold awaits. But his gold has been teleported elsewhere, and he [[spoiler:dies because his planet has become a giant fireball]]

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* In ''Literature/BattlefieldEarth'', [[TheHeavy Terl]] teleports back into his planet, where he thinks his gold awaits. But his gold has been teleported elsewhere, and he [[spoiler:dies because his planet has become a giant fireball]]fireball]].
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* The supershields in ''VideoGame/FTLFasterThanLight'' prevent anyone from teleporting into any ship shielded by them until they are depleted, unless they have an augment available only in advanced edition. Attempting to teleport bombs onto such ships results only the shields takin the hit. The same shields also prevent mind control and hacking.

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* The supershields in ''VideoGame/FTLFasterThanLight'' prevent anyone from teleporting into any ship shielded by them until they are depleted, unless they have an augment available only in advanced edition. Attempting to teleport bombs onto such ships results only the shields takin taking the hit. The same shields also prevent mind control and hacking.



* In the ''VideoGame/{{Portal}}'' series, portals can only be created on certain types of surfaces (e.g. white tile, yes; bare metal, no). In the [[VideoGame/Portal1 first game]], navigating through areas with few or no portalable surfaces becomes an increasingly common puzzle element in the later stages. The [[VideoGame/Portal2 second game]] introduces a gel that can be applied to surfaces to make them portalable. It also helps that said white gel (and it's implied the tiles too) are made from a substance not readily obtainable, which becomes a plot point later. [[spoiler: They're made from Moon dust]].

to:

* In the ''VideoGame/{{Portal}}'' series, portals can only be created on certain types of surfaces (e.g. white tile, yes; bare metal, no). In the [[VideoGame/Portal1 first game]], navigating through areas with few or no portalable surfaces becomes an increasingly common puzzle element in the later stages. The [[VideoGame/Portal2 second game]] introduces a gel that can be applied to surfaces to make them portalable. It also helps that said white gel (and it's implied the tiles too) are made from a substance not readily obtainable, which becomes a plot point later. [[spoiler: They're made from Moon moon dust]].
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/TheElderScrollsIIIMorrowind'', [[BigBad Dagoth Ur]] uses teleport jamming to stop you from teleporting away from his hall. [[spoiler: Azura]] will then prevent you from teleporting away until after you've spoken to her. She'll do it again in the ''Tribunal'' expansion, after you've [[spoiler: defeated Almalexia and attempt to teleport out of the Clockwork City.]]

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* In ''VideoGame/TheElderScrollsIIIMorrowind'', [[BigBad Dagoth Ur]] uses teleport jamming to stop you from teleporting away from his hall. [[spoiler: Azura]] will then prevent you from teleporting away until after you've spoken to her. She'll do it again in the ''Tribunal'' expansion, after you've [[spoiler: defeated Almalexia and attempt to teleport out of the Clockwork City.]]City]], although in that case it is of the "alter the destination" type instead of a simple block.
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Added DiffLines:

* Allow it to work, but one-way only, e.g. incoming only, or outgoing only.


Added DiffLines:

* Allow it to work, but have a switch which temporarily disables it, either both incoming and outgoing or just one of them.
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Added DiffLines:

* The Earth defense puts up a hyperspace barrier in Literature/LordFromPlanetEarth which ejects any object in hyperspace back to a normal space. Right into the sights of the Earth space fleet to blast the enemies away.
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--> “Quiz, drop your protection spell, it’s interfering with my teleport.”

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--> “Quiz, -->'''Twilight:''' Quiz, drop your protection spell, it’s it's interfering with my teleport.



** ''Forbiddance'', ''teleport block'' and ''wall with no doors'' prevent teleportation altogether.

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** ''Forbiddance'', ''teleport block'' and block'', ''wall with no doors'' and ''zone of respite'' prevent teleportation altogether.



[[folder:Web Comics]]

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[[folder:Web Comics]][[folder:Webcomics]]



** "[[Recap/StarTrekLowerDecksS3E02TheLeastDangerousGame The Least Dangerous Game]]": The heavily ionized atmosphere of Dulaine prevents beaming, so travel is facilitated by space [[SpaceElevator elevators]] ([[InsistentTerminology orbital lifts]]) that rise above the interference.

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** "[[Recap/StarTrekLowerDecksS3E02TheLeastDangerousGame The Least Dangerous Game]]": The heavily ionized atmosphere of Dulaine prevents beaming, so travel is facilitated by space [[SpaceElevator space elevators]] ([[InsistentTerminology orbital lifts]]) that rise above the interference.

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