Area of Effect
There are several types of Area of Effects, all different shapes and sizes.
While each may only be slightly different the distinctions are likely life or death.
AoE Types: Impact, Engulf, Emanation, Aura, Falling, Rising.
AoE Shapes and Sizes: Specified, Line, Rail, Cone, Cube, Sphere, Disk, and Trail.
Entries AoE - Type - S&S:
AoE - Impact - Sphere: 3 (Looks like fire, fire everywhere.)
Types of Area of Effects
Impact Area of Effects have a point of origin and a Travel Vector.
Impact AoE deal damage to Armor first.
Impact AoE may pass through environmental barriers, they must reduce the objects they Hit Durability to 0. Damage spent reducing the Durability of an object such as a wall is subtracted from the total damage before it affects the next Target in the line of Impact.
Impact AoE kill their Victims if they drop them to 0 Hit Points.
Impact AoE may Maim Unarmored Victims. 50% Chance without them being Vulnerable, 100% Chance on Vulnerable.
Engulf fills the area without an Impact.
Engulf Effects ignore Armor, but may still damage it.
Impact Resistant Effects do not apply to Engulf Effects.
Engulf AoE like Toxic Gas, kill their Victims if they drop them to 0 Hit Points.
Engulf AoE travel freely around objects in their area.
Emanation fills the area from their point of origin but do not pass through Objects.
Emanation effects may be countered, Within Reason.
Emanation AoE damaging effects like Irradiated, kill their Victims if they drop them to 0 Hit Points.
Aura fills the area from their point of origin out to their Reach.
Aura effects can not be countered unless a specified mechanic overrules their specific effect.
Aura AoE damaging effects like Aura of Voltage, kill their Victims if they drop them to 0 Hit Points.
Aura AoE may sometimes be shaped by the caster.
Falling Area of Effects come from above the Targeted.
Falling Effects come with an Impact Timer.
Falling: H, FS
H = Height of the effect in Tiles.
FS = Fall Speed is the number of Full Rounds until Hit. Falling AoE resolve during Upkeep.
Falling AoE are typically able to be targeted during their fall.
Rising Area of Effects come up from beneath the Targeted.
These Effects by default are only 1 Tile in height.
Rising: #, (Height of the effect in Tiles)
Shapes and Sizes of Area of Effects
Trail Areas of Effect move at the discretion of the caster from one Tile to the next.
These Tiles must be Adjacent to each other.
Trail: 5 moves up to five Tiles in any direction.
Trail Areas of Effect do not stack their effects if they visit the same Tile multiple times in a single cast.
Disk AoE have have Reach from their Point of Origin.
Disk AoE have no Vertical Reach.
Most Disk AoE have special rules about how they move once Activated.
A Sphere has Reach from its Point of Origin.
These AoE typically exclude the caster when the caster is the Point of Origin.
Cubes, Squares, and Rectangles are defined by Length, Width, and Height.
Cube Areas of Effect may be cast Adjacently by edge or corner.
Some Cube Areas of Effect may be cast centered on self. Within Reason.
Cube Areas of Effect that have a Range use the farthest edge or corner, meaning the AoE must fall entirely between your character and the maximum Range.
Cones travel outward from their Point of Origin to their Target Tile as a Line within Range.
Cone Effects have Reach Anchors. These Anchors designate a Tile within the Range then define the Cone Effect’s Reach from that Tile.
A Cone that does not travel its full Range still activates its final Reach Anchor, hitting all within the Anchor’s Reach, potentially including the caster.
A Reach Anchor’s Reach can not exceed the Range of the Cone.
Rail Area of Effects are a straight Line out to their Range.
Rail also affects any Targets within the Reach of the Line. IE:
Range: 6
Reach: 4
A Rail travels out Six Tiles, and any time a Target is within Four Tiles of that Line, The Rail Effect affects them.
A Rail Effect with Six Range and Four Reach has an effective range of Ten Tiles from Point of Origin to farthest possible point of affect.
Specified Area of Effects target a number of Tiles within a certain Range and Reach. IE:
Targets: 3
Range: 10
Reach: 5
This sample Hits three Targets within Five Tiles of a Target spot up to Ten Tiles away.
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