In a weekly Divinity: Original Sin 2 discussion where the topic was Aerotheurge, people actually found something more specific to talk about, and that is the Teleportation spell. You see, in an RPG such as Original Sin 2, the mobility and options that a spell like Teleportation provides are immense, and players have divided opinions on it. The spell can be used on both your enemies and your allies, meaning that you can perform all sorts of combos with it, be it in or out of combat.
The discussion was supposed to be about the Aerotheurge spells, but as you can see, the top comments on that thread are all about one spell, Teleportation. There is a reason for that, as this spell is a really powerful tool that can provide limitless options in combat and even out of it. The fact that it also ignores MR makes it even more powerful. You can use it to put your heavy melee right into the midst of ranged opponents and then make quick work of them. This also works for the other team, so don’t be surprised that some huge ax-wielding giant teleports right in the face of your Ranger.
People are slightly annoyed because characters don’t need to have their MR broken for this to work. Lieutenant_Leary gave the best explanation for why this is:
i would assume its mostly because its not a “damaging” spell, its a utility spell. also about magic armor. if that blocked it then it would block it on your allies as well.
It makes perfect sense, as this is a spell that really allows for creativity to shine, and creativity is key in an RPG like Divinity: Original Sin 2. Exactly things like this are why the game is so loved by everyone, as Teleportation will give you lots of combat flexibility, and of course, your enemies will also have access to those options, but that’s what makes it a fair spell. Both you and your adversary can use, so it’s a battle of smarts and tactical prowess.