In 3.5, the spell Dimensional Anchor could be used to prevent an enemy from escaping combat via teleportation.
This would be helpful for our party as some of our enemies have opted to escape us either using teleportation directly on their turn, or our actions trigger a contingency teleportation effect.
To my knowledge, the only spell we could utilize in combat to slow down the odds of teleportation is Force Cage, but there are a few problems with it:
- Preventing teleportation isn't guaranteed.
- The enemy is trapped and separated from the party, which just makes combat really boring, either shooting fish in a barrel or trapping the melees in with the target.
Does 5e have a spell like Dimensional Anchor that can be used to assuredly prevent teleportation (i.e. either no save or no additional saves once it takes effect) and doesn't prevent others from participating in the fight (i.e. no walls or cages)?
A good answer will present practical solutions during combat. There are several effects that would function assuming you can control the battlefield, but those do not have the broad utility that Dimensional Anchor did and I would not consider them to be comparable to that spell. For example, spending 24 hours to cast Hallow on a location is not something you can practically do in combat.