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Main Combat Page
Standard Combat Rules

Simplified Combat Sequence[edit | edit source]

Using the Simplified Combat rules, there is only 3 different areas, and no others. There is the Frontline, the Allies' Rearguard and the Enemies' Rearguard. Collectively, the two rearguard areas are just referred to as the singular Rearguard. The distance between the Frontline and either Rearguard is normally 10m, though if that does change it will be noted.

Battlefields[edit | edit source]

When two combatants from opposing sides are in the same area, that area is considered to be a battlefield. Obviously, being on a battlefield means that dangerous melee weapons can be brought to bear against one's enemies.

The whole concept behind Simplified Combat is that those attackers on each side that use melee weapons will rush to the Frontline and fight there, while each Rearguard provides aid, support and long-range fire to their own side from safety.

Simplified Rounds and Time Management[edit | edit source]

Combat is handled in units of time called Rounds, and each round lasts all of 10 seconds. During each round, every character involved in combat will have a chance to take a turn and swing the battle their way.

When considering magic, special effects and durations, time is considered to have passed at the beginning of the round. Any effects with durations will tick one round off of their duration, expiring if they reach their limit.

1. Begin Combat[edit | edit source]

Once the PCs and enemies have met and it is certain combat will break out, the GM begins setting the stage for combat.

First, figuring out which faction (i.e. who the Allies and Enemies are) the participants are in from everyone present (PCs, NPCs, even monsters) is important.
Second, if there's a monster that's unknown to the PCs, they are able to make a Monster Knowledge check. Rules for this are covered under the Monster Knowledge skill.
Next, each side rolls initiative to figure out which faction gets the first strike. Monsters have their own Initiative score at the target number to beat, while characters will have to have a contested roll to determine initiative.

Once this is all figured out, the faction with initiative chooses which characters are on the Frontline, and which are Rearguards, followed by the camp who lost initiative. If characters are divided between the Frontline and Rearguard, at least half (rounded up) must be in the Frontline (though it is a possible tactic to have everyone begin in the Frontline as well). It is also an option to keep everyone in the Allies' Rearguard, but if the opposing faction places anyone in the Frontline the entire Allies' Rearguard moves up to the Frontline!

2. Winning Initiative Acts[edit | edit source]

Once the GM has everything set up, characters in the faction with initiative making the first move. Within that faction, there's no set order for who takes their turn first, who goes second, etc., so long as all characters end up taking their turn when all is said and done.

Now, it is important to note that there is no way to have a character "ready an action" to go during another character's turn. You can't divide your turn, take some actions at one point and save some for later. Once you're finished with your turn, it becomes the turn of the next character.

3. Losing Initiative Acts[edit | edit source]

After all characters who have won initiative have taken their turns, any remaining characters in the faction who lost initiative may now take their turns. This is exactly the same as the previous entry.

4. Check to Determine if Combat is Over[edit | edit source]

If all the attacking characters on both sides have taken their turns, and neither side is willing to surrender, then the next round begins. Proceed back to "2. Winning Initiative Acts" and continue from there. Do note that the turn order of the new round does not have to be the same as the previous round.

However, if all the characters on one side are dead, or have lost morale and are willing to surrender, the combat ends there immediately. Proceed instead to "5. Post-Combat Cleanup".

5. Post-Combat Cleanup[edit | edit source]

If one side of the combat is unable to continue the battle, whether due to surrender or annihilation, the combat is over. Same with one side retreating, and the other side not pursuing those fleeing.

When combat is over, most magical effects are considered to have ended. Exceptions to this are those with considerable durations (1 hour, 1 day, permanently, etc). However, if another combat starts quickly enough after the first, the GM may rule that those temporary magic effects are still active, though some rounds may have passed in the meanwhile.

Loot Recovery[edit | edit source]

If there are monsters that were defeated in combat, there is a chance to recover loot from them (according to their drop tables) after the battle ends. Doing so requires 10 minutes per monster.

Use of Lifegrass and Magic Herbs[edit | edit source]

After combat, characters can use the various herbs like Lifegrass or Magic Herbs in order to recover HP and MP, respectively. To use Lifegrass or Magic Herb character has to spend 10 minutes for each.

Simplified Combat: Breakdown of Character Turns[edit | edit source]

This section gives descriptions as to the available actions for characters during their turns. One thing to note, while this section is specifically talking about actions for the Simplified Combat rules, many of these actions are shared with the Standard Combat rules as well.

Turn Basics[edit | edit source]

A character's turn consists of three separate parts: Movement, a Major Action, and a Minor Action. Specifically, within the Simplified Combat rules, a character first moves, then takes their Major Action, in that order. Minor Actions are exactly that, and may be taken as many times as necessary (unless otherwise noted), at any point during the turn so long as it doesn't interrupt one of the other parts of the turn (i.e. no "move, Minor Action, finish move" shenanigans).

Movement[edit | edit source]

Choose one of the following three movement methods for the character in the turn. The distance that can be moved and the actions that can be performed during the turn are different depending on which one is selected.

Full Movement[edit | edit source]

The character breaks into a full sprint. A Full Move is very long, able to cross from one Rearguard area into the opposing Rearguard area (assuming there's no one on the Frontline) but imposes severe limits to what actions can be taken afterwards. Specifically, any Major Actions cannot be taken, and any Minor Actions will need to specify whether they can be taken after a Full Move or not. After taking a Full Move, the character incurs a -4 penalty to Evasion until his next turn.

Normal Movement[edit | edit source]

The character moves at their normal pace, allowing them to move to the adjacent area. A character cannot take their Normal Move and also cast a spell or make a ranged attack in the same round (regardless whether those are Major Actions or Minor Actions).

Limited Movement[edit | edit source]

The character does not move from the area they're currently in. In this case, all Actions are open to them.

Restricted Movement Situations
In general, a character can't move from the area they're in if an enemy character is also in the same area. Additionally, movement may be restricted due to various magical effects. In such situations, the character automatically takes a Limited Move.

First Round Restrictions[edit | edit source]

In order to make things fair for the side that loses initiative, the winning side's Frontline characters are considered to have taken a Normal Move option for the first round of combat. This means that those characters cannot cast spells or shoot during the first round of combat.

Leaving Combat[edit | edit source]

Typically, when there are enemy characters in the same area, a character cannot move to another area as part of their movement. However, as their Major Action, they can declare a retreat at the start of their turn, allowing them to move by retreating to their Rearguard area.

Under no circumstance can a character "retreat" from the Frontline into the Enemies' Rearguard area (even if magically compelled to move).

Major Actions[edit | edit source]

After movement, a character has the opportunity to perform a Major Action. As a general rule, a Major Action can only be performed once per round, regardless of how long it would actually take. The type of movement chosen may also limit which Major Actions can be taken. In particular, a Full Move prevents any Major Actions from being taken.

Typical Major Actions include the following:

  • Casting a spell
  • Attacking with a weapon
  • Declaring a retreat
  • Stowing a weapon
  • Picking a weapon up off of the ground
  • Handing off a weapon to another
  • Storing or readying an accessory
  • Other actions, as determined by the GM

Minor Actions[edit | edit source]

Minor Actions are fairly quick actions, often (but not always) simple little actions that don't require skill checks. Even if it's not spelled out in the rules, if the GM feels an action can be done in a short amount of time (keeping in mind 1 round is only 10 seconds), then they may rule it as a Minor Action.

Unless specified, Minor Actions may be taken any number of times in the same turn, at any point from before taking a Move to after taking a Major Action. However, Minor Actions cannot be taken during the resolution of a Major Action.

Keep in mind, these are only guidelines, and some Minor Actions may be limited in timing, or may only be allowed a limited number of times per turn. Some Minor Actions may also trigger skill checks as well.

Typical Minor Actions include the following:

  • Casting a Magic spell
  • Ending a spell effect
  • Activating a Combat Feat
  • Standing up from a prone position
  • Equipping a new weapon
  • Changing the stance a weapon is held in (for weapons with multiple stances)
  • Sheathing a weapon
  • Dropping a weapon
  • Receiving an offered weapon from another
  • Other actions, as determined by the GM

Simplified Combat: Range[edit | edit source]

When taking an action, it is important to keep in mind the position of the target relative to the character taking the action. Using the Simplified Combat rules will help, as many effects will just affect the same area.

Melee Attacks and "Range: Touch" Spells[edit | edit source]

Melee attacks and spells with "Range: Touch" can only be performed on those targets in the same area as the character taking the action. For example, a character on the Frontline cannot make a melee attack on an enemy in the Enemies' Rearguard. This limitation applies regardless of whether you're dealing with allies or enemies.

Ranged Attacks and Spells[edit | edit source]

Shooting attacks, and spells and effects with a range of 10m or more can affect targets in adjacent areas. In addition, if the range is 20m or more, it's possible to target characters in the Enemies' Rearguard from the Allies' Rearguard (or vice versa). However, if there is an opponent in the Frontline, the Combat Feat 《Hawk Eye》 is needed.

Under Simplified Combat rules, if the attack has a range lower than 10m, it cannot be used to attack adjacent areas.

Ranged Attacks, Spells and Misfires[edit | edit source]

Ranged attacks, as well as those under the effect of "Area: Shot", will misfire when shooting into an area with melee combat, and targets will be randomly chosen from all characters in that area instead. Misfires only occur when shooting into an area from outside of that area; shooting at another target in the same area doesn't cause any misfires. In addition, Combat Feats like 《Precise Shot》 or 《Guided Magic》 allow targeting without worrying about misfires.

Note, spells and effects with "Range: Target" cannot misfire under any circumstances.

Range chart.png
Summary of Range[edit | edit source]

A. Range 10m or more required
B. As A, but also requires 《Precise Shot》/《Guided Magic》 for ranged attacks & spells/effects with "Range: Shot"
C. Range 20m or more AND 《Hawk Eye》 required
D. No particular restrictions

Simplified Combat: Weapon Attacks[edit | edit source]

This section covers the use of weapons in melee (as well as natural weapons, such as fists, claws and fangs).

Melee Attacks[edit | edit source]

A character requires levels in Fighter, Grappler or Fencer in order to attack with melee weapons with any sort of proficiency. A melee attack is a Major Action, available if a character has not taken a Full Move. Characters making melee attacks may only target characters within the same area.

Ranged Attacks[edit | edit source]

Attacks with range are collectively called ranged attacks, with range determining which targets are available to attack.

When a character outside an area takes a shot at a character in an area, if they do not have the Combat Feat 《Precise Shot》, they will misfire.

Shooting Weapons[edit | edit source]

Shooting weapons, such as bows, crossbows, and guns each require their own specific ammunition in order to function in combat. Marksmen are the only class that gain proficiency with these weapons, so a character wishing to be more of a ranged combatant should look at that class.

In order to shoot in combat, a character must take a Limited Move in order to fire accurately on their target.

Throwing Weapons[edit | edit source]

Weapons considered to be "throwing weapons", such as daggers and spears, are essentially melee weapons that are light enough and balanced to be able to be thrown. Unlike shooting weapons, a weapon can be thrown during either a Normal or Limited Move. In order to be proficient with thrown weapons, a character needs to have levels in Fighter, Fencer or Marksman.

Basic Attack Chart.png

Simplified Combat: Accuracy[edit | edit source]

When an attack with a weapon is declared, an Accuracy check is made in order to determine if the attack is successful. More specifically, it's a comparison of the attacker's Accuracy check against the defender's Evasion check. If the Accuracy check is higher, then the attacker is successful and the attack hits. However, if the Evasion check is higher, or if the checks are tied, then the defender wins, and the attack misses.

Standard Values for Accuracy & Evasion[edit | edit source]

To figure out a standard value for Accuracy, the type of attack being performed will influence which classes can add their bonus to the roll. Specifically:

  • Melee Attack: Fighter, Grappler & Fencer
  • Ranged Attack: Marksman
  • Throwing Attack:Fighter, Fencer & Marksman

The standard value for Evasion, on the other hand, is the highest of Fighter, Grappler or Fencer class levels added to the character's Agility modifier.

The class bonus applied to Evasion does not have to match the one applied to Accuracy. For example, a character may use their Marksman class bonus to throw a weapon at an opponent, who can use their Fencer class bonus to try and dodge.

Fixed Values for Monsters[edit | edit source]

Monsters are able to use dice in order to roll for their own Accuracy and Evasion, but they also have fixed values for those stats, in case the GM doesn't wish to roll dice. These fixed values are often (but not always) around the average result of an actual roll of the dice, and utilizing them can help speed up the game significantly.

One method is to use fixed values for so-called "small fry" enemies, the rank-and-file fodder, while using dice rolls for the larger and more important monsters. It is unwise to have one monster switch between the two methods mid-battle, as it can lead to confusion and misunderstandings.

Simplified Combat: Damage Calculations[edit | edit source]

Damage is dealt to a target if their Evasion roll is lower than an attacker's Accuracy roll. The term "damage" refers to a target's HP (or rarely, MP) being reduced, with the notation "X damage" meaning to reduce the target's HP by X points.

In other words, it is a term that conceptually shows the effect of reducing HP (MP), and is a generic term that includes various classifications that appear in the following explanation.

Determining Physical or Magical Damage[edit | edit source]

When calculating damage, first figure out whether it's physical or magical damage. Roughly speaking, mechanical damage such as hitting with a weapon or collision with a wall or the ground is physical damage, and damage caused by special effects such as fire, cold, or electric shock is magical damage. However, what is important as a game rule is that physical damage is reduced by armor and other defenses, and magical damage is not.

Most weapons deal physical damage, and are mitigated by Defense. However, guns (despite shooting physical bullets) deal only magical damage, and can thus circumvent normal protections.

Even monster attacks and abilities are split between physical and magical damage. Regardless of the flavor of the attack, pay attention as to whether it is a physical attack or magical attack, and be aware of the difference.

Power Tables[edit | edit source]

Power is a measure of how destructive a weapon is, and gives a relative idea about the strength of the weapon. Each weapon has its own Power, which is listed in the form of a table.

It's fairly simple to use these tables, just roll 2d and take the corresponding result. For example, on the following 20 Power Table, a roll of [5] would mean the result is a [3].

There's also the possibility of Criticals, which will be explained later.

Dice
Power 20 * 1 2 3 4 5 6 7 8 9 10
Power Tables for Magic[edit | edit source]

Each type of magic that actually deals damage does also have its own power table, though said power tables are only multiples of 10. Because they're so simple, they've already been added to the character sheets, giving a range from 0 to 50.

Recovery Effects[edit | edit source]

Power tables are not only used for damage determination, but also HP and MP recovery as well. They're used in the exact same way, though normally recovery items and spells don't get bonuses for rolling a critical result.

Automatic Failures (Double 1's)[edit | edit source]

Sometimes, the dice don't roll the way they should, and recovery is no exception. If a roll of double 1's comes up when trying to determine the Power of a recovery item or spell, it is treated as an automatic failure. No HP or MP is recovered, and any expended resources (MP, items, etc) are still expended, and the character making the roll gains 50 Experience Points as with any Automatic Failure.

On the plus side, at least it didn't hurt the receiving character...

Adding Extra Damage (Calculated Damage)[edit | edit source]

Once the result of the Power Table is determined, it's now possible to add extra damage to that. Extra damage is determined by the class levels and ability bonuses used in the associated action, assuming any appropriate class levels. If a character does not have levels in the appropriate class, then this extra damage is going to be 0, regardless of any other ability bonuses.

For example, with a weapon attack, extra damage comes from both the Warrior-type class used for the Accuracy check, as well as the character's Strength bonus. Magical extra damage is similar, utilizing the character's Magic Power. Guns not only also use a character's Magic Power (assuming they have levels in Artificer), but also draw power from the Artificer's various "Bullet" spells as well.

A similar addition happens with the healing effects of magic and medicinal herbs. Spells, as above, key off of Magic Power, while medicinal herbs use Ranger level and the character's Dexterity bonus, and potions use Ranger level with the character's Intelligence bonus.

The result of all of these additions is called calculated damage, and is added to the result of the roll on the Power Table.

Extra Damage Chart[edit | edit source]
Non-Gun Weapons Warrior-type Class level + Strength Bonus
Guns Magic Power (Artificer level + Intelligence Bonus)
Magic Magic Power (Wizard-type class level + Intelligence Bonus)
Medicinal Herbs Ranger level + Dexterity Bonus
Potions Ranger level + Intelligence Bonus

Damage Done by Monsters[edit | edit source]

Monsters actually deal damage a little differently than characters do. In their stat block, there is usually a notation of "2d + X" calculated damage, which monsters use instead of the Power Tables. There is no chance of criticals when doing this, to avoid players getting one-shot from a lucky roll. Unless stated otherwise, this damage is physical damage.

Sometimes, there may be a monster with unique skills that deal flat damage. This is already assumed to be calculated damage, so nothing should be added to it. For other damage caused by the unique skills of monsters follow their own instructions.

Resisting Damage[edit | edit source]

Most damaging magic allows for characters to make Willpower checks in order to reduce the damage they actually take. Additionally, there may be some unique skills that require either a Fortitude or Willpower check in order to avoid some damage. When these checks are required, they halve the calculated damage of the spell or ability coming at them. If a successful check halves damage and leaves a fraction, round that fraction up for purposes of determining the final damage dealt.

Applying Effects that Increase Damage (Total Damage)[edit | edit source]

Once the calculated damage has been determined (halved, etc), then apply all effects that increase damage, paying attention as to whether an effect is applicable due to the type of damage. This end result is the total damage being dealt.

Examples of Effects that Increase Damage[edit | edit source]
  • Combat Feats such as 《Power Attack》 and 《Weapon Proficiency/**》
  • "Enchant Weapon" and similar spells
  • Monster Weaknesses, such as "Fire Damage +3" or "Physical Damage +2"
Note: No Halving of Increased Damage![edit | edit source]

If damage is halved due to resistance, effects that increase damage will be added after halving is done.
In other words, damage increasing effects will not be halved.

Note: Changes in Stats Affect Calculated Damage![edit | edit source]

Some spells and effects affecting character stats could result in Extra Damage.
For example, if your strength increases by 6 points, your strength modifier will increase by 1 point, and as a result, attacks with weapons (other than Guns) will also increase your Extra Damage.

These changes are changes in Extra Damage, so it should be counted towards “calculated damage”.
Damage resistances would thus apply to this form damage increase.

Applying Effects that Reduce Damage (Applied Damage)[edit | edit source]

Finally, after the total damage is determined, apply any effects that would reduce damage. This final damage calculation is the applied damage, or the damage that is actually dealt to the target's HP or MP.

If damage reduction brings the applied damage to 0 or lower, then no damage is actually done to the target.

Examples of Effects that Reduce Damage[edit | edit source]
  • Defense granted from Armor and Shields
  • Combat Feats such as 《Taunting Strike》 and 《Armor Proficiency/**》
  • Spells such as "Protection" or "Blunt Weapon"

Criticals[edit | edit source]

When using a Power Table, there is a chance of increasing damage, called criticals. Each weapon has it's own critical value (often abbreviated to "C value"). Magic that deals damage has a C value of 10, unless otherwise noted.

Resolving Criticals[edit | edit source]

When using a Power Table, if the 2d roll is equal to or greater than the critical value, then the attack is a critical attack. Roll on the Power Table again, and add the new result to the first one rolled. If this second roll is also a critical, roll a third time, and so on. Extra Damage is added to the final result of this rolling to get the calculated damage. No matter how many times a critical strike occurs, Extra Damage is only added once.

Double 1's[edit | edit source]

Once an attack is determined to be a critical attack, it cannot fail. A roll of double 1's after a successful critical roll is not an automatic failure, but just means that the attack's damage proceeds with what was rolled before. The bonus 50 Experience Points are not gained in this instance.

Modifying Critical Values[edit | edit source]

Some effects can modify critical values, as follows:

  • Weapon attacks using Fencer class levels reduce C Values by -1
  • Characters wearing Metal Armor increase incoming physical attacks' C Values by +1
  • Combat Feats, such as 《Lethal Strike》 or 《Aimed Attack》 modify C Values as per their description
  • The spell "Critical Bullet" reduces the C Value of the gun using it by -1

These are only a handful of effects that can change the critical value of a weapon. In general, a critical value will never be less than 8. If, after calculations the C Value is 7 or less, it is treated as 8 instead. However, a C Value can be raised to 13 or higher, in which case there is no possibility of criticals.

No-Critical Situations[edit | edit source]

There are a handful of situations that may occur in which a critical is not possible. That is, no matter how high the 2d roll is, there's no way to trigger a critical. First, as above, if the C Value us raised to 13 or higher. Second, is a spell or effect is able to have its damage reduced on a successful save (i.e. it has "Resist: Half"), then a successful save will also prevent criticals.

As a general rule, healing effects do not trigger criticals.

Example of Accuracy Checks and Damage Calculation[edit | edit source]

Wolf makes a melee attack on the Goblin in front of him with his Bastard Sword. Wolf's Accuracy is 5. Meanwhile, the GM decided use fixed values for the goblin and reveals that its Evasion Value is 10.
Wolf can hit the goblin with an attack if he gets a result of 11 or higher, that is, if he rolls 6 or higher on 2d.

Enthusiastically, Wolf rolls and gets “4” and “2”.
The Result of the Accuracy check is 11, so he hits.

Since Wolf's attack hit, let’s determine the damage. First of all, rolling on the power table. Wolf uses his Bastard Sword with one hand, and thus its power is 17. His rolls on the power table are “5” and “5”, while the critical rate of his Bastard Sword is 10, so he lands a critical hit.
For the time being, remember the roll on the power table resulted in 7 damage and move on to calculating additional damage from the critical hit.

He rolls on the power table again. The next roll comes up as “4” and “3”, resulting in 5 Damage. Adding this to the previous result, 7 + 5 = 12 is the final result for the power table roll.

Wolf's additional damage is 12 + 5 = 17 points. This is the calculated damage of Wolfs’ hit.

Now effects that increase damage are applied and the total damage is calculated. However, Wolf's attack has no particular effect that increases damage, so the total damage remains at 17 points.

Afterwards, it's time to apply effects that reduce damage. Since the attack with the Bastard Sword is considered physical damage, defense is used to reduce damage.
The Goblin's defense is “1”, thus the damage is 17 – 1 = 16 points. There are no other effects that would reduce damage, so these are 16 points of applied damage, reducing the HP of the goblin.

The Goblin's HP was 16. Thus, Wolf's attack has reduced the Goblin to 0 HP with a single blow. As a result, the goblin falls unconscious (see next section).

Losing HP/MP and Death[edit | edit source]

Once applied damage is determined, this is subtracted from the target's HP. If that brings the character to 0 HP or less, the character falls unconscious, and a Death Check needs to be made. If this Death Check fails, the character dies.

Sometimes, damage is dealt to MP instead. Damage dealt to MP cannot reduce it to a negative number, only to 0. Additionally, there are no ill effects for being reduced to 0 MP. Characters can expend MP themselves, such as to cast spells or whatever, but cannot spend MP that would reduce them to below 0.

Simplified Combat: Wide-Range Effects[edit | edit source]

Spells and Effects with Radius less than 10m[edit | edit source]

If the target area of the spell or effect used is less than 10m radius, then it will only affect one area.

Maximum Number of Targets[edit | edit source]

Some magic and effects with an effect range of less than 10m radius have a maximum number of targets set at the same time as the effect range, such as "Radius 3m / 5". In this case, if there are more people in the area, randomly select the characters to be affected, up to the maximum number of targets.

Spells and Effects with Radius more than 10m[edit | edit source]

If the target area of the spell or effect used is greater than 10m, but less than 20m, then it will affect the target area and the adjacent area. For example, if a spell was cast on the Allies' Rearguard with a 15m radius, it would affect both the Allies' Rearguard and the Frontline. However, if that same spell was cast on the Frontline, it would affect the entire combat.

Spells and effects with a radius of 20m or greater always affect all three areas.

Spells and Effects with "Area: Line"[edit | edit source]

"Area: Line" spells and effects not only directly affect the one being targeted, but any unfortunate soul between the origin and the target can get caught in the crossfire as well. Specifically, it will always affect the Frontline, and may affect other areas, depending upon how it's used. If used from one of the Rearguard areas, it will affect all three areas, as it passes through the Frontline to the other Rearguard area. If used from the Frontline, however, the effect will only affect the Frontline and the targeted Rearguard area.

As mentioned, characters other than the target might be affected. To determine this, each non-targeted character in the affected areas must roll 1d; a 1~3 means they are affected, 4~6 dodges the effect. The character using the effect is always excluded, while the target of the spell or effect is always included.

If a character outside of combat fires an "Area: Line" spell or effect into an active combat, if said character does not have the 《Guided Magic》 Combat Feat, it will misfire.

Spells and Effects with "Area: Breakthrough"[edit | edit source]

In Simplified Combat, spells and effects with "Area: Breakthrough" cannot pass through any areas where there are enemies. If there is melee combat occurring in the Frontline, targets in the opposite Rearguard area cannot be targeted. There is still the possibility of non-targeted characters being affected; deal with these as above for "Area: Line" spells.

As a result of using these kinds of spells, the character using the spell or effect moves to the targeted area, if they were not already there.