- "punishing" teleportation might be an issue (in exchange for MAYBE a damage bonus). I'll have to see how this works out in-game. The problem is, that this limits some racial features and "core class features" like certain Warlocks. In 3.5 teleportation was not all that common, so this might have played out differently.
It's a major part of the plot. If you've read the 3.5 version, you'll understand why. It doesn't last the entire campaign saga, and the damage is very low for the in-combat teleports - low enough that it didn't really have much effect at all in playtests except to remind players of the Burning Sky effect. It certainly wasn't enough damage to discourage use of the powers, and provided some quite cool tactical options for players.
If it really bothers you, though, simply don't apply the fire damage for in-combat teleports. Just tell your players that the trip was uncomfortably hot for some reason, but not enough to hurt them. That should, at least, keep them wondering what's going on.
"spells" At several points in your Player's Guide you mention spells, but what a spell is, is AFAIK not clearly defined.
"Spells" are defined in the PHB (and the PHB2). Specifically, they're wizard, warlock, sorcerer and bard powers.
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