Teleblock

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Teleblock
Spellbook Standard
Requirement 85
Runes ::tb or the Rune pouch pre-set (see Runes)
Target Another player
Duration 500 ticks (5 minutes)
250 ticks (2 minutes 30 seconds) with Protect from Magic
Royal and Divine
Donator Zones
200 ticks (2 minutes)
100 ticks (1 minute) with Protect from Magic
Immunity afterwards 100 ticks (1 minute)

Teleblock (Tele Block in the spellbook) is a standard spellbook spell that needs 85 Magic. Cast on another player, it stops them from teleporting for 500 ticks (5 minutes), or 250 ticks (2 minutes 30 seconds) if they have Protect from Magic on. When it runs out, that player can't be teleblocked again for 100 ticks (1 minute). It is the spell PKers use to stop a target from teleporting out of the Wilderness.

Casting

  • You need 85 Magic and the standard spellbook. You cast it on a player like any combat spell, and it counts as attacking them. It only has an effect on players.
  • It rolls your normal magic accuracy against the target's magic defence. If it splashes, nothing happens, and the runes are still used.
  • A successful Teleblock takes hold as soon as it is cast, before the projectile reaches the target.
  • You can't cast it on a player who is already teleblocked, or who is still immune after their last teleblock. The spell is not cast and no runes are used: This player has already been affected by this spell. or This player is currently immune from this spell.

Runes

  • ::tb (or ::teleblock) gives you 5,000 law, chaos and death runes in a safe zone, as long as you are not under attack. If you are not on the standard spellbook, it offers to switch you.
  • The Teleblock pre-set of the Rune pouch loads the same three runes for free.
  • The magic shop at ::shops gives these runes out free of charge.
  • Blighted teleport spell sack: with one in your inventory you can cast Teleblock without runes; each cast uses one sack. If you also carry the runes, the runes are used first. The sack also works for Teleport to Target, the Bounty Hunter spell. It costs 5 Bounty Hunter points in the Bounty Hunter shop and in the magic shop at ::shops, and it is tradeable.

Duration

Where you are teleblocked Without Protect from Magic With Protect from Magic
Wilderness and other PvP areas 500 ticks (5 minutes) 250 ticks (2 minutes 30 seconds)
PvP areas of the Royal Donator Zone and the Divine Donator Zone 200 ticks (2 minutes) 100 ticks (1 minute)
  • Protect from Magic has to be on when the spell is cast at you. Turning it on afterwards does not shorten a teleblock that has already started.
  • When it takes hold you get a message such as You have been Tele Blocked for 5 minutes by name.
  • If you try to teleport, the game tells you how long is left: A teleport block has been cast on you. It will wear off in 4 minutes, 12 seconds.
  • In the Wilderness, the skull on the Wilderness level display changes to a teleblock skull while you are teleblocked.

What it stops

While you are teleblocked you can't:

  • cast any teleport spell, Teleport to Target included
  • use teleport tablets or a universal teleport
  • use item teleports such as the amulet of glory, the royal seed pod or max cape teleports
  • use the Teleport interface or teleport commands
  • pull Wilderness levers, including the King Black Dragon lever, or be taken along by a Wilderness obelisk

Some entrances and exits check for a teleblock too:

Place While you are teleblocked
Entrances to the Revenant Caves You can't go in.
The Corporeal Beast cave entrance in the Wilderness You can't go in.
The barriers of Ferox Enclave You can't enter the Enclave from the Wilderness.
The exits of the PvP areas in the Royal Donator Zone and the Divine Donator Zone (the castle staircase, the ropes and the cave openings) You can't leave through them.

Apart from these, a teleblock only stops teleports: you can still walk, run, and climb most ladders and stairs, and walking out of the Wilderness ends it (see below).

How it ends

What happens Result
The time runs out You are no longer Tele Blocked. For the next 100 ticks (1 minute) nobody can teleblock you.
You walk out of the Wilderness or another PvP area into a safe area It is removed straight away: Welcome to a safe zone, your tele block has been removed
You die It is removed.
You kill the player who teleblocked you It is removed: Your Tele Block has been removed because you killed name.
In the PvP areas of the Royal and Divine Donator Zones: the player who teleblocked you leaves the PvP area or logs out It is removed, and you get the same 1-minute immunity: Your teleblocker is in a safe zone, your tele block has been removed

Other ways to get teleblocked

Some events teleblock you directly. Protect from Magic does not shorten these.

Source Teleblock
Picking up the Wilderness Chest 600 ticks (6 minutes)
Picking up the Gold Wilderness Chest 3,000 ticks (30 minutes)
Using a crate in a Crate Frenzy 1 to 4 minutes, longer for better crates
Digging up the treasure in a Treasure event 300 ticks (3 minutes)
Selling Divine artifacts to the Divine Emblem Trader 150 ticks (1 minute 30 seconds)

Teleblock in Wilderness PvP

Without a teleblock, a player in the Wilderness can usually teleport away:

Wilderness level Teleports that work without a teleblock
1–10 All of them. While another player is attacking you, only a universal teleport or a royal seed pod with charges.
11–20 All of them.
21–30 Only a few item teleports, such as an amulet of glory, a royal seed pod or a max cape.
31 and deeper None.

Wilderness levers and obelisks work at any level. A teleblock stops every one of these teleports, so a teleblocked player has to walk out, win the fight or survive until it runs out. That is why PKers who hunt players who are PvMing or skilling in the Wilderness usually open with it (see Wilderness PKing).

  • Protect from Magic halves the teleblock if it is already on when the spell is cast.
  • Special attacks: in dangerous PvP areas you can't teleport for 8 ticks (4.8 seconds) after you use a special attack on a player, or for 30 ticks (18 seconds) near a running Bloodlust event, even without a teleblock.
  • Immunity: when a teleblock runs out you can't be teleblocked again for 1 minute, which is your chance to teleport away.
  • Killing your teleblocker frees you straight away.
  • Ferox Enclave: players normally can't fight right outside the Enclave ("You cannot fight another player whilst next to the Enclave, please move further out."). A teleblocked player is the exception: they can be attacked there and can fight back against whoever attacks them, and they can't enter the Enclave.
  • Bounty Hunter: Teleport to Target is a teleport too, so a teleblocked player can't use it to reach their target.

See also