Lanefan
Victoria Rules
Give or take, yes...though my version of teleport would not have an option for TPK unless the party was made up of at most two people, as in my view a caster should only be able to teleport herself and what she is carrying (which could include another person, but not an entire party).Small question: if your only objections to my version are that it doesn't have a option for a TPK - which you seem to value and which I despise - is everything else workable or not?
I think my version is simpler in that you can either take it or not - there's no variable based on what you are taking.I did bring up how I see interaction with teleportation circles, locks (and keys), party hindrance, accuracy hindrance, issues with length of casting.
Casting length can be whatever suits ya - 1e has it as only two segments which is probably too fast; one round would be fine (keeping in mind its utility as a last-ditch escape spell); ten minutes works in all respects except this.
I've tried to explain...Outside of "1e good, 3e bad" I don't actually know your position on the subject Lanefan.

Here's the 1e version, from the PH (typed by hand as I don't have a scanner; please excuse any typos; and the formatting will be all to hell):
Teleport (Alteration)
Level: 5
Range: Touch
Duration: Instantaneous
Area of Effect: Special
Components: V
Casting Time: 2 segments
Saving Throw: None
Explanation/Description: When this spell is used the magic-user instantly transports himself or herself, along with a certain amount of additional weight which is upon, or being touched by, the spell caster, to a well-known destination. Distance is not a factor, but inter-plane travel is not possible by means of a teleport spell. The spell casteris able to teleport a maximum weight of 2500 g.p. equivalence, plus an additional 1500 g.p. weight for each level fo experience above the 10th, i.e. a 13th level magic-user teleports a maximum weight of 7000 g.p. (700 pounds). If the destination area is very familiar to the magic-user (he or she has a clear mental picture through actual proximity to and studying of the area) it is unlikely that there will be any error in srriving exactly at the place desired. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril. This is demonstrated below:
. . . . . . . . . . . . . . . . . . . Probability of Teleporting
Destination
Area Is . . . . . . . . . . . High . . . . .On Target . . Low[/B]
Very familiar . . . . . . . 01-02. . . . . 03-99 . . . . . 00
Studied carefully . . . . 01-04. . . . . 05-98 . . . . 99-00
Seen casually . . . . . . 01-08. . . . . 09-96 . . . . 97-00
Viewed once . . . . . . . 01-16. . . . . 17-92 . . . . 93-00
Never seen . . . . . . . . 01-32. . . . . 33-84 . . . . 85-00
Teleporting high means the magic-user will arrive 1" above ground for every 1% he or she is below the lowest "On Target" probability - only 2" when the destination area is very familiar, and as high as 32" if the destination area was never seen. Any low result means the instant death of the magic-user if the area into which he or she teleports is solid. Note that there is no possibility of teleporting to an area of empty space, i.e. a substantial area of surface must be there, whether a wooden floor, a stone floor, natural ground, etc.
In 1e n" as a distance means n x 10' indoors and n x 10 yards outdoors. The final clause was put in obviously to prevent people from pre-casting fly or levitate and teleporting to a space well above their intended destination.
But it's the risk of instant death that is the key, and that prevents abuse of the spell.
One thing I just realized: in any edition is it possible to teleport onto a moving target e.g. a ship at sea?
Lanefan