Area
From D20advanced
| AREA | +1 Modifier |
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This extra allows an FX that normally works on a single target to affect an entire area. Area FX are defined as targeted or general, by their shape, and by their interaction with FX range and duration. FX that already affect a given area cannot apply this modifier; their area is defined by the FX’s rank and the use of the Progression FX feat.
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Area FX Shape
Choose one of the following options:
- Burst: The FX fills a sphere with a 5-foot radius per rank. Bursts on level surfaces (like the ground) create hemispheres (rank x 5 feet) in radius and height.
- Cloud: The FX fills a sphere 5-feet in diameter (not radius) per rank and lingers in that area for one round after its duration expires (affecting any targets in the area normally during the additional round). Clouds on level surfaces (like the ground) create hemispheres (rank x 5 feet) in diameter and half that distance in height.
- Cone: The FX fills a cone with a final length, width, and height of 10 feet per rank, spreading out from the FX’s starting point. Cones on a level surface halve their final height.
- Cylinder: The FX fills a cylinder with a total radius and height of 5 feet per rank. So, for example, a rank 10 Cylinder Area could have a 20-foot radius and a height of 30 feet, a 10-foot radius and a height of 40 feet, or any other combination adding up to 50 feet (10 ranks x 5 feet).
- Line: The FX fills a path 5 feet wide and 10 feet per rank long in a straight line.
- Perception: The FX works on anyone able to perceive the target point with a particular sense, chosen when you apply this extra, like a Sense-Dependent FX (see the Sense-Dependent modifier). Targets get a Reflex saving throw, as usual, but if the save is successful suffer no effect (rather than half). Concealment that prevents a target from perceiving the FX also blocks it. Perception Area FX must be General, and cannot be Targeted. This modifier includes the Sense-Dependent flaw so it cannot be applied again. If it is applied to an already Sense-Dependent FX, it is a +2 extra rather than +1.
- Shapeable: The FX fills a 5-foot square cube per rank, and you may arrange the area’s volume in any shape you wish, so long as all of the cubes are touching. Each application of the Progression FX feat increases the number of cubes per rank (2, 5, 10, and so forth).
- Trail: The FX fills a line up to 10 feet per rank behind you as you move, affecting anyone in the area you’ve moved through. Note the action required to use the FX does not change unless you also apply an Action modifier. So as a default, you have to take one action each round to use a Trail Area attack FX.
Enlarging and Reducing Area
You may affect a smaller area than your maximum by lowering the FX’s rank (reducing its effectiveness as well). So a rank 8 burst area has a radius of 40 feet (8 x 5 feet). If you lower the FX’s rank to 4, you reduce the radius to 20 feet. FX with the Full Power drawback cannot adjust their area, since you cannot voluntarily lower the FX’s rank.
The Progression FX feat increases the size of an Area effect, moving its base distance one step up the Time and Value Progression Table. Since FX feat use is optional, you can choose not to use extra area provided by Progression without lowering the FX’s rank.
The Progression feat can also reduce the size of an Area FX: each feat acquired for this purpose lowers the FX’s effective rank by one to a minimum of one rank. This is a separate application of Progression and is likewise optional, you choose how much to reduce the area’s size, or if you reduce it at all.
Area and Range
The Area modifier interacts with different ranges as follows:
- Touch: An FX must be at least touch range in order to apply the Area extra (personal range effects work only on the user by definition). A Touch Area FX originates from the user and fills the affected area; the user is not affected by it. So, for example, a touch range Burst Area Damage FX does not damage the user. This immunity does not extend to anyone else: for that, apply the Selective Attack extra.
- Ranged: A ranged Area FX’s area can be placed anywhere within the FX’s range, extending to fill the area’s volume.
- Perception: A perception range area FX can be placed anywhere the user can accurately perceive. Neither General nor Targeted Perception Area FX require an attack roll or allow a Reflex save to reduce their effects, although targets still get a normal save against the FX. General Perception Areas are blocked by concealment: if the attacker can’t accurately perceive a target in the area, it is unaffected. Thus even heavy smoke or darkness can block a General Perception Area effect. Cover that does not provide concealment does not block a General Perception Area FX. Targeted Perception Area FX are blocked by cover, much like conventional explosions: solid barriers can interfere with the FX, even if they are transparent, and the FX ignores concealment like darkness, shadows, or smoke. Only targets behind complete cover are unaffected.
Area and Duration
If the Area effect has a duration longer than instant, choose one of the following options (with no change in cost):
- Stationary: A stationary Area FX remains where it is placed for as long as the FX lasts. Anyone in the area (or entering the area) is affected for as long as they remain. Anyone leaving the area is no longer affected.
- Attached: An attached Area effect remains with the targets it initially affects for as long as the FX lasts, even if those targets leave the initial area. Others who enter the area after the initial FX are not affected by it, only the initial targets.

