These are my houserules for teleport:
These rules apply to any spells of the Conjuration (Teleportation) type and similar effects. The gate spell can be used to avoid the distance limitation.
* You can only teleport a number of miles equal to your caster level.
* In addition to teleporting to a precise location you know, you can also choose to simply teleport in a given direction a certain distance. If you arrive in a location which is already occupied by a solid body, you become trapped in the Ethereal Plane (as per dimension door). Teleport without error will automatically deposit you at the nearest suitable surface, regardless of distance.
* Teleportation takes a number of rounds equal to the number of miles traveled (minimum of 1 round). During this time, characters at the destination of a teleport spell can make a Spot check (DC 20). If the check succeeds, they are aware of the incoming teleport. Spellcasters who are aware of the incoming teleport can attempt to counterspell the teleport (even though they are unable to see the caster). If the distance of the teleport is a mile or less, characters at the receiving end who spot the teleport will only have a surprise round in which to take actions.
You can ignore the first two bullet points. Its the last bullet point that solves this problem with teleporting.
Justin Alexander
yeah and spellcasters might even use this gimp teleport if you drop is to 2nd level.