D&D 5E Preventing Teleportation

DM says so is fine, as long as it is well in advance. Not so good if they plan their escape well in advance with teleport as an essential part and you spring it on them when they cast the spell.

"Sorry guys, the teleport didn't work. There must be some sort of teleport protection or something. Looks like a TPK for you."

So PCs should have perfect knowledge of the world around them? Sometimes you are surprised. Better have a back up plan.
 

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Is there a way within the rules to prevent this type of magic from working?

Within the rules, the teleport familiarity table is your friend - first up I'd rule that scrying could never make one "very familiar" with a location (limiting them to "seen casually" at best - giving a 1/3 chance of a mishap). Secondly, I'd look into ways to block scrying, since if they can't scry then they can't even gain that level of familiarity.

Moving beyond the rules, I'd certainly expect a cabal of wizards to research some means of blocking or redirecting teleportation into their domain.

(And, actually, I'm strongly inclined simply to house rule to private areas - such as someone's home - simply can't be teleported into without permission. Any attempt to do so can deliver you to their front door, but that's it. Something to do with ancient laws about hospitality, or somesuch. But, yeah, that would be house-rule territory.)
 

Consider making it mandatory that they will HAVE to teleport or dimension door into and out of the place. Make it a requirement and then consider what might the place be like under those conditions.
 

Consider as an alternative having a ward that doesn't block teleportation, per se; instead it messes with the destination. Anyone without the proper key trying to teleport in or out of the fortress will be sent to a random place, maybe even a random plane.

It serves the same function of protecting the fortress from unwanted guests, but is more interesting than simply saying "No, your spell fails." You've escaped the fortress! Congratulations! Now, can you escape the Nine Hells?
 


DM says so is fine, as long as it is well in advance. Not so good if they plan their escape well in advance with teleport as an essential part and you spring it on them when they cast the spell.

"Sorry guys, the teleport didn't work. There must be some sort of teleport protection or something. Looks like a TPK for you."

Even that outcome can be okay as long as the players got a saving throw, as per Hallow for example.

Hallow can be cast by wizards via Wish. Its main weakness is the tiny AoE, 60' radius.

Forbiddence is okay, with a nice damaging side-effect, but the obvious candidate here is Mordenkainen's Private Sanctum. Not only does it do exactly what you want with exactly the flavor that you want, but it's also cheap to cast (no expensive components) and has nice bonus effects like preventing scrying, which your wizards would also be interested in.
 

Consider as an alternative having a ward that doesn't block teleportation, per se; instead it messes with the destination. Anyone without the proper key trying to teleport in or out of the fortress will be sent to a random place, maybe even a random plane.

It serves the same function of protecting the fortress from unwanted guests, but is more interesting than simply saying "No, your spell fails." You've escaped the fortress! Congratulations! Now, can you escape the Nine Hells?

Or redirects uninvited guests to a holding cell in the cabal dungeon. Story progresses but entry is from a less desirable place. There are spells to redirect teleporting.
 


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