Teleport + Private Sanctum
Very similar to Punintended's answer about Dimensional Shackles, the 4th level spell Private Sanctum can create a region that is warded against various types of magic. While the caster is able to choose any mixture of different security features, the one relevant to your wizard is:
Nothing can teleport into or out of the warded ...
Transport Via Plants
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using ...
NPC's are not restricted to the same spells the players use.
You can just say the NPC's version of teleport allow them to exclude themselves. Chapter 10, Spellcasting, points out that there are far, far more spells than those listed in the existing books.
Uncounted thousands of spells have been created over the course of the multiverse's history, and many ...
Teleport + Dimensional Shackles
Dimensional Shackles is probably meant to be punitive rather than serve this particular purpose, but it should do the trick. A cogent argument can be made against this method, but it's sufficiently ambiguous.
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of ...
I agree with the other posters that your wizard is an NPC - they should have an NPC spell / ability / item that covers this, because it is what you want for your plot.
However, if you insist on having the NPC use only the magic available to PCs then they can outsource it by scribing or purchasing a scroll of teleport and having the party bard, ...
The ninth-level spell gate will do this
The gate spell says:
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence...
You might object: "Well, ...
You are the DM. You don't need to be restricted by rules. Use them as your guidelines to make your own solution.
You could have the NPC do a homebrewed Teleport spell, where he could exclude himself in the transportation.
You could give items like what @Thomas Markov recommended.
Or just give a description of a new teleportation spell that speaks as if it ...
This is what homebrew magic items are for.
"Here take this item, it will get you where you need to go" is pretty standard fare in adventure narratives. If you just need the wizard to be able to send the party to a location, just give them a single use magic item that will teleport them:
Ring of Teleport to the Wizard's Shack One Time
While wearing ...
You check Spell Resistance once, when a creature enters the spells area.
You check spell resistance of any spell individually against any creature that has it when they enter the area of the spell for the first time. For example, if a devil of some sort is in the area of Dimension Lock when you cast the spell you make the check against it immediately. If a ...
Misty Step does not transit the caster through the ethereal plane
Traditionally, it's a Fey spell that transforms you into a 'silver mist'
Flavour-wise, the original form of the spell was more akin to Gaseous Form than Teleport: You turn into a silver mist and move a short distance before reforming. There's no movement between planes.
Misty Step was first ...
Think of it like this.
Without knowing Chinese, how to read, write or speak it...copy down a page of Chinese text from a recipe book.
Then, years later, having learned Chinese, use that page of text by handing it over to a waiter, and you have to eat whatever he brings you.
Magic results may be worse than that, it's notoriously finicky, and the waiter can be ...