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* [[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.
== [[Live Action Television]]
* Since the transporters are such an integral part of the ''[[Star Trek]]'' franchise, it has a lot of this.
** In general, it's not possible to transport through a ship's deflector shields. Usually this is used as a way to add
** ''[[Star Trek: The Original Series]]'':
*** 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.
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== [[Tabletop Games]] ==
* Classic ''[[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.
* Older editions of ''[[Dungeons
** [[Forgotten Realms]] (AD&D 2 era) added 'Proof from Teleportation'
* ''[[Champions]]'' has a Advantage for Force Fields (Barriers in 6E) that allows them to block teleportation.
* ''[[
* ''[[Big Eyes, Small Mouth]]''. 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.
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* In the ''[[Portal (series)|Portal]]'' series, portals can only be created on certain types of surfaces (e.g. white tile, yes; bare metal, no). In the first game, navigating through areas with few or no portalable surfaces becomes an increasingly common puzzle element in the later stages. The 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!}}
* ''[[
* In ''[[The Elder Scrolls III: Morrowind]]'', the [[Big Bad]] uses teleport jamming to stop you from teleporting away from his hall.
* The [[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 travelling 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.}}
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[[Category:Speculative Fiction Tropes]]
[[Category:Teleportation Tropes]]
[[Category:
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