FR: Remove Teleportitus from Tele Rings
You are in the lair. You walk around a corner and wind up next to a hydra. The hydra could kill you in a turn or two. You put the ring on and start running away. Eventually the teleportitus kicks in and removes you from the situation and you survive to die somewhere else.
Without the teleportitus; you would need decent evocations skill to teleport with the ring and even then...it would take a turn, which make it not work as an escape item in that situation.
BUT, do we really want to encourage running away until something that kicks in randomly saves you?
I suppose you could say the same of having the teleportitus mutation and taking off a Stasis amulet; but that's more of a fringe case and also teleportitus is MOSTLY bad; in this case we are talking about a supposedly bad part of a good ring that is abusable if you know what you are doing.