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something my gm just used on my party when we teleported in to check on a town aflame was a teleport trap in the area, instead of landing where we were aiming for we ended up underground deep with in the town itself in big metal boxes. you could do something similar where your players end up in another area of the room etc


0

The Castle Guide, one of the AD&Dv2 sourcebooks, discussed preventing travel spells using exotic materials. For example (off the top of my head since I can't remember the actual example), you could block teleportation into or out of a castle by using basilisk blood in the mortar. I'm not aware of any RAW for this in the later editions of D&D ...


4

The wizard's cave could be a demiplane. With the Teleport spell, interplanar travel is impossible. This leaves the possibility to Plane Shift, but I don't suppose 10th level characters regularly prepare the spell, especially that it requires specific focus, not part of the components pouch. Also, I'd let the players know they enter another plane. For ...


0

Deus Ex Machina He simply can. You as the GM can make up anything you want if it helps advance your plot. If you want him to be able to block teleportation, then he can. Perhaps the chamber he is in permanently blocks teleportation in and out due to some ancient lost magic cast on it centuries ago. You let your imagination run wild here. 3.5 RAW Spell ...


44

Spells A fair number of spells prevent teleportation; a wizard will struggle to gain access to some of them, but the skill Use Magic Device and a wand or staff will solve that. The 4th-level Sor/Wiz spell dimensional anchor [abjur] (PH 221) for 1 min./level prevents 1 creature from using any extradimensional movement if a ranged touch attack succeeds ...


4

The hallow/unhallow spell comes with a one-year lasting effect the caster needs to choose from a list. Dimensional anchor is amongst the options, allowing the caster to block teleportation of everyone that's not of his own faith, as long as they stay inside the hallow/unhallow radius. Add physical barriers to avoid people just walking out of the area and you ...


10

Depending on how many can cast teleportation, all the party need to be touching to teleport away. One suggestion would be to have him divide the party as they enter the cave preventing them all from being within touch range of each other.


5

An NPC with vast resources should cover (almost) all of his warded area with Forbiddance. (Cleric 6). We can assume the wizard either has a cleric on staff or can hire one (either through services or money), and nothing says "go away" than random enemies taking 12d6 damage every couple hundred feet. Forbiddance's important sentence reads: Forbiddance ...



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