Ooops. I totally forgot the whole "straight up" scenario. (I do love the shrinking stick idea, very nasty!)
Still, the minuses already there (most specifically, the range), coupled with an increase in base cost (level, effectively) as well as increased scaling options make it "balanced" in my book. Also, still going by what J said, the target must teleport (or long door) but they get to choose the direction, so if you don't want to go with the increased cost/level, this is still a good way to limit the "save or die" aspect of the spell. (The orc chieftain ready to slay the human interloper suddenly finds himself two valleys over, near the entrance to one of his other orc clans. With a deep throated growl he enters and begins to round up all the warriors to go back and retake his lair! Meanwhile, the group has been both patching up their injuries and ransacking the place, because they are fairly certain that the orc chieftain will be back. And he will be pissed!)
But all this just confirms my general dislike of "adventurer" based magic systems. I prefer the magic system to seem more like it developed naturally in a world sense, not that it was totally hijacked by a very small subculture. Yes, the vast majority of the systems out there have been designed because of carryover, or "legacy" ideology from earlier systems - it is easier that way. The massive amount of utility spells out there, so that they can do things we can or that can be done in far future sci-fi settings, has gotten on my nerves.
Plus, by limiting the vast array of spells, it is easier to design adventures. You don't have to take into consideration the myriad of methods the group can use to overcome the encounter. I now, much more prefer the "sword & sorcery" style where the magic is rare and fairly low-powered and very high-powered (just nothing in between: low powered mages have amped up parlor tricks, while the powerful ones are able to move mountains).