I'm A Banana
Potassium-Rich
Okay, I'll agree with you that "Ward Against Teleportation" is a needed D&D spell. 

Sammael said:Not always. My players have asked to be railroaded several times in the past, despite having several clues and hooks as to what they could be doing. Sometimes, too much free will can lead to a dead game.
Abstraction said:Let's take a look at the bad guy has to get away thing.
ThirdWizard said:Forbiddance
Area: 60 ft cube/level
Duration: Permanent
Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
How the heck could part 1 bother you? Is it really stretching the bounds of verisimilitude to have a patrol around some place a PC would want to escape? Do I have to purposefully create ways to escape to make it all OK? Is it not a valid prison if there is no escape tunnel? The whole *point* of guards is to have them find escapees. Surely this cannot be all that controversial.This is one of those things that can get on my nerves when I'm playing. The DM is assuming a certain number of things: 1) that the patrol runs across the PC; 2) that the PC failed his spot check to notice the bad guys and didn't have a chance to hide; 3) that the NPCs made their spot checks and saw the PC before he had a chance to do anything.
The_Universe said:How the heck could part 1 bother you? Is it really stretching the bounds of verisimilitude to have a patrol around some place a PC would want to escape?