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- Area-of-Effect is a distinct subcategory of Attack magic in the Lyrical Nanoha universe. It mainly consists of elemental spells that freeze/burn/etc. everything within a certain radius and massive shooting spells that produce so many projectiles, they are impossible to dodge.
- In Kill la Kill, this is how Ryuuko defeats Inumuta in Episode 10. Can't see your enemy due to his optical camoflauge? Why, attack the entire arena at once!
- Dungeons & Dragons is the Trope Maker, having included areas of effect (typically in the form of dragons' breath and certain magic spells) since its very first edition.
- Champions has Area Of Effect as a Power Advantage. It's used to turn regular single target attacks into this.
- In the Star Fleet Battles Tabletop Game, the ISC's Plasmatic Pulsar Device divides its damage over several shield sections, affecting each equally.
- These are ubiquitous in wargames, where area of effect determines what pieces are hit by artillery shells, spells, and similar attacks. Sometimes, the distance from a certain point on the table is measured instead to see if something is affected. Warhammer and Warhammer 40,000 have several round plastic templates and two "flame blast" templates (dragon breath, flamethrowers, "napalm," etc). Flames Of War uses a similar plastic piece for representing bombardment.
- Paranoia sees fit to warn about these in the "Tips for Traitors" section: "Never let the guy with the area-of-effect weapon take far left or right flank. The temptation to turn and wipe out the rest of the team in one go is just too much."
- Big Eyes, Small Mouth has "area" as a standard variable to enhance the effects of attributes. In most cases this goes hand-in-hand with the "target" variable to identify how many individuals within the area that an attribute can affect at one time. However, the "Weapon" attribute (which covers all forms of attack) automatically affects everything in range to begin with. Instead, for the low, low cost of 1 character point, the "selective" variable lets the user choose who is and isn't harmed when using the weapon.
- Since Final Fantasy II, most spells can be set to target either all enemies or all allies. Final Fantasy I instead had a large amount of offensive spells and upgraded support spells hit all enemies by default.
- Final Fantasy VII and Final Fantasy IX Take this up a notch and introduce what's known as "Mega attacks". These can only be performed by the antagonist. In VII, Sephiroth rises into the air and the screen shatters. Taking Cloud and team on a Solar System attack of epic proportions. Ending in a big Super Nova. In IX The ring around Necron's waist spins fast. Those that don't have an adequate amount of supportive abilities will be either in Zombie, Petrified or knocked out. And if the whole party is affected, it's pretty much a Game Over. This' averted with Cloud and team With Cloud's 4th Limit Break, gained by winning it at the Gold Saucer. 32,000 BP/64,000 BP). He assaults all enemies, the summons are usually this with screen filling attacks.
- In Final Fantasy Tactics (and sequels), there are several different effective ranges.
- Also many of the spells in the Grandia games.
- Hoshigami Ruining Blue Earth: You could even increase the area of effect of your spells by crafting the Coinfeigms together.
- Mages in Dragon Age: Origins have access to massive AOE spells, which are pretty much a necessity late in the game, when crowd control becomes essential.
- In Nippon Ichi tile-based Turn-Based Strategy games, the more you level up your spells, the larger and more complex the area of effects you can access are.
- Flamethrowers in Valkyria Chronicles and Valkyria Chronicles II hit everything in a large conical shape in front of the unit, ignoring cover.
- Grenades in Resonance of Fate do the same amount of damage to anything within the blast radius rather than using Splash Damage.
- Many hero spells in Warcraft III are this. Some are "friendly fire" spells that hurt friend and foe alike (such as the Archmage's blizzard, Blood Mage's Flame Strike, and Pit Lord's Rain of Fire) and some are enemy-only targeted (such as the POTM's Starfall) or ally-only (Keeper of the Grove's Ultimate).
- Diablo and Diablo II feature lots of spells and effects with a circular hit radius, like Nova and its counterparts of other elements (including Diablo's Fire Nova), the Sorceress's Static Field (drops every nearby enemy's HP by a direct percentage), the Necromancer's Corpse Explosion and curses, the Barbarian's Warcries (both the buffing and de-buffing ones), and the Paladin's auras.
- The X-Universe games has the Phased Shockwave Generator, an area of effect weapon that damages ships based on how many "squares" of splash damage touch the ship. What this essentially means is that capital ships will take absurd amounts of damage because they're so huge. Terran Conflict introduced the Plasma Burst Generator, which is basically a space flamethrower that shoots fusion exhaust at the enemies, dealing AOE damage. It works pretty much like the Shockwave Generator, but it is more focused (Shockwave Generators spread out at about 70 degrees, whereas Plasma Generators spread only 5-10 degrees), and mounted on smaller ships.
- MAP attacks in the Super Robot Wars hit all tiles in the targeted area, most commonly a (near) circle around the user, though other patterns appear from time to time. Some are Friendly Fireproof, most are not.
- While Pokémon started out with strictly one-on-one duels, latter games added Double and Triple Battles and introduced area-effect moves (or changed existing moves to be such, such as Earthquake and Explosion) of pretty much every kind imaginable.
- Avencast: Rise of the Mage only has a handful of such moves across the two skill trees, but they're indispensable in large-scale fights and vexing when used against you.
- Molotov cocktails in Yo! Joe! Beat the Ghosts create pools of burning liquid which damage every enemy in their range. This is especially useful against bosses.