Someone
Adventurer
Someone: Yeah, the cool thing about teleporting is the idea of teleporting someone upward and having them fall and be prone - it's a bonus damage and effect. However, to balance this out they made it so that any time you are about to teleport someone to a place where they would fall or take damage somehow, they get a saving throw to negate the teleport. It's kind of a huge nerf, but it was also a pretty awesome tactic that they didn't seem to think of when writing teleport abilities.
I was talking about a Psionic Power at will called Dimensional Scramble. It's very good; has a nice area of effect, you teleport people ouside the burst and you can cheaply augment it so it only afects foes, so you can blast the melee and help rearrange the battle line easily. It's a great control power. The only "problem" is that unlike forced movement, teleport doesn't have the option to not move the full extent, or in this case move the hit creature out of the blast. This could be a problem in case it's already in a good position beause is flanked, etc. In this case, teleporting up presents the option to essentially negate this disadvantage, and if you are lucky and the enemy doesn't save, deal even more damage (1d6+1d10+int is quite good for a Controller's At will) and drop him prone.