Area Effects¶
Physics Propagation, Not Circle Checks¶
In every existing game, an area-of-effect attack works like this: a circle appears. Everything inside takes damage. Everything outside takes zero. The boundary is binary — one pixel inside, full damage. One pixel outside, nothing. The "area" is a 2D shape check against entity positions.
In real physics, force propagates through space. It diminishes with distance. It interacts with geometry. It has direction.
Shockwave / Ground Slam¶
The player or a boss strikes the ground. The impact generates a radial force wave through the terrain.
Inverse Square Falloff¶
Force originates at the impact point and expands outward. Entities near the impact receive massive force. Entities further away receive proportionally less. Not a damage number — actual force applied to their physics body:
- Close: The entity is launched. The force exceeds their grounded stability by a wide margin. They become a physics projectile — a body in flight that will take impact damage when it lands or collides with something.
- Mid-range: The entity staggers. The force exceeds their stability by a moderate margin. Loss of footing. Guard broken. An opening.
- Far: The entity feels a push. Barely destabilizing. Might interrupt a channel or affect aim. The edge of the effect.
- Very far: Nothing. The force has dissipated below the threshold that affects a grounded body.
No damage radius. No "inside/outside" binary. A continuous gradient of force from devastating to negligible. The "area of effect" is the area where the force is sufficient to affect a body — which depends on the body's mass, stance, and grounding. A heavy demon in a braced stance resists what launches a light human.
Geometry Blocks Propagation¶
A pillar between the player and the shockwave source absorbs the force. Not because the game checks line-of-sight — because the physics wave hits the pillar and the pillar absorbs it. Standing behind cover during an AoE works because physics.
Partial cover gives partial protection — the wave wraps around the edges, diminished. A wide pillar blocks more than a narrow one. Two pillars with a gap between them let partial force through the gap.
The environment isn't just scenery during AoE attacks. It's the defense. The player who fights near pillars, walls, and terrain features has AoE defense the player in open ground doesn't.
Terrain Matters¶
A ground slam on stone propagates further than on soft earth — stone transmits vibration more efficiently. The surface material has physical properties. A slam on a wooden platform could break the platform — real structural physics. The AoE becomes environmental destruction not as a feature but as a consequence.
Verticality¶
A shockwave propagates along the ground. An entity on a raised platform above the impact doesn't feel it — the force went under them. An entity in a pit below the impact feels amplified force because the geometry funnels it.
Traditional AoE is 2D. This is 3D. Elevation is defense. The player who jumps at the right moment avoids a ground-propagated shockwave. The player in a depression gets hit harder. The terrain's three-dimensional shape determines the effect's three-dimensional reach.
Fire / Explosion¶
An explosion is a pressure wave plus heat plus shrapnel.
Pressure Wave¶
The radial force from an explosion launches objects based on their mass and distance. Heavy objects move less. Light objects become projectiles. A table between the player and the explosion becomes a projectile aimed at the player — cover and shrapnel depending on which side of the blast.
Environmental objects are simultaneously defensive and offensive. The chair that blocked a bolt now flies at you because someone cast fire behind it.
Fire Spread¶
Fire spreads based on material:
- Wood: Burns. Spreads to adjacent wood. Duration depends on mass and moisture.
- Stone: Doesn't burn. Absorbs heat. Adjacent entities touching heated stone take thermal damage.
- Oil: Burns fast. Spreads faster. The player or enemies can spill oil and ignite it — area denial through physics, not a crafting mechanic.
- Metal: Conducts heat. Doesn't burn. Metal armor in a fire zone heats up — the wearer takes thermal damage through conduction. The more metal, the more conduction.
- Flesh: Burns. Living entities in fire take damage based on exposure time and surface area. Partial exposure (one arm in the flame) damages proportionally less than full exposure.
Fire area denial isn't a circle painted on the floor. It's fire doing what fire does to the materials present. The shape of the fire is the shape of the flammable material. The duration is the fuel's burn time.
Smoke¶
Fire produces smoke. Smoke obscures vision. Real volumetric obstruction:
- Rises: Smoke fills a space from the ceiling down. A low room fills fast. A high-ceilinged space takes longer to obscure.
- Obscures: Entities inside smoke have reduced visibility. Entities outside smoke can't see through it. The player inside a burning building loses visibility gradually as smoke accumulates.
- Chokes: Prolonged smoke exposure affects entities that breathe. Not instant — cumulative. The player can pass through smoke quickly without consequence. Staying in smoke degrades performance.
Lightning¶
Conductivity¶
Lightning seeks the path of least electrical resistance. With real physics:
- Metal armor attracts it. An entity in full plate is a lightning rod. An entity in leather isn't. The material system that gives weapons mass and edge hardness also gives armor conductivity. One property set, multiple consequences.
- Metal weapons attract it. A drawn steel sword in a lightning storm is a hazard. The player can exploit this — bait lightning toward an enemy's metal weapon.
- Water conducts. A lightning bolt hitting water propagates through the water's surface. Every entity standing in the water takes the charge. Environmental water features become hazards in lightning combat.
Chain Lightning¶
The bolt hits the nearest conductor, arcs to the next nearest, arcs again. Not a targeting system — the physics of electrical discharge seeking ground.
The player can manipulate chain targets through positioning. Stand near an enemy in metal and the lightning meant for the player arcs to the metal-bearing enemy first. Use the enemy as a lightning rod. Position enemies between the caster and yourself so the chain grounds out before reaching you.
Chain lightning rewards spatial awareness — the same skill footwork develops. Reading the space, understanding where entities are, and positioning to exploit the chain's physics.
Arc Behavior¶
Lightning doesn't travel in a straight line between two points — it arcs. The arc is influenced by conductors in the environment. Metal structures, metal-bearing entities, water — all bend the arc toward them.
A lightning bolt cast toward a target may arc away from the intended path if a closer conductor exists. The caster's precision doesn't guarantee the bolt arrives — the environment determines the actual path. This makes lightning the most environmental of all magic types. The room's contents define the spell's behavior.
Gravity / Force Magic¶
The most powerful AoE in real physics isn't damage — it's displacement.
Gravity Well¶
Pulls everything toward a point. Entities, projectiles, loose objects. The well has a strength and a radius — both real physics parameters:
- Enemy bodies slide toward the center. Speed depends on mass — lighter entities are pulled faster.
- Enemy projectiles curve toward the well. An arrow in flight bends. A bolt arcs. The well is a projectile defense.
- The player's own projectiles curve if they're near the well. The gravity doesn't discriminate.
- Loose objects — furniture, debris, weapons dropped by staggered enemies — are pulled in. The center of a gravity well accumulates a pile of physics objects that themselves become obstacles and hazards.
A gravity well placed between the player and ranged enemies bends every projectile. It's defense, crowd control, and environmental manipulation simultaneously. One physics behavior.
Force Push¶
A directional shockwave in a cone. Everything in the cone is pushed:
- Heavy entities: Pushed slowly. A braced demon staggers back. A grounded heavy enemy barely moves.
- Light entities: Launched. A human militia member becomes a projectile.
- The force continues past entities. An entity pushed into a wall takes impact damage based on their velocity at collision — which depends on their mass and the force applied. The wall takes force too — destructible walls can break.
Force Pull¶
The inverse. Pulls entities toward the caster. Drags a distant enemy into melee range. Drags a distant object into the player's hand. The pull doesn't discriminate — everything in the cone is affected.
Pulling an enemy into melee range is an aggressive gap-closer that doesn't require the player to cross the distance themselves. The enemy arrives at the player's position, possibly disoriented, at close or grapple range. An immediate absorption opportunity — created through magic, executed through proximity.
AoE as Environmental Creation¶
The fusion test: AoE attacks aren't about hitting multiple enemies. They're about manipulating the space everyone occupies.
The player who uses AoE is reshaping the battlefield. Fire creates impassable zones. Gravity wells redirect projectiles. Shockwaves launch entities out of position. Force pushes create distance. Lightning chains incentivize positioning relative to conductors.
This mirrors the Build→Creation verb. AoE magic IS environmental creation under combat pressure. The same force that reshapes reality in the Build verb reshapes the battlefield in combat. Same unified system. Different context.
The player who masters AoE isn't the player who hits the most enemies. It's the player who controls where every entity in the fight can and cannot stand. God reshaping the world — at combat scale.