Postby arma » Sat Jan 21, 2012 2:33 pm
Well there's no real general rule that takes the area as the base to fiddle with (we didn't want to put you through some of the trouble, say, some versions of DnD put you through by drawing lines across the battlemap to see which side some line touches from what point of origin), but the main rule that takes care of this is really line of sight and targeting. Also, because these effects are not entirely physical, even though they behave that way because they mimic natural phenomena.
For example Blizzard Sphere mimics a natural blizzard, but it is still targeted, and still a magical thing and not a real blizzard. You choose who is affected, and you could well choose that your buddies remain unaffected. That means that while they are standing within a blizzard that freezes opponents, they don't suffer from it. The AoE component of spells like that is more like "you can pick a number of people who're standing close together" mechanics wise. Any obstacles usually affect who you can pick. And for areas you can't actually see, you can't usually make these a target.
You'll find spells where something that blocks an area doesn't really have an impact by looking at the ones that don't actually have targeting when casting, e.g. it is not applied to "people in an area" but to an actual area.
For example, Alarm. The casting is applied to an actual area, not someone who enters it. It is just the effect that causes someone entering the area for an alarm to sound. The area is the target, not the person.
Now, you may still say that this doesn't stretch through a solid wall, because you can't see the other side. If you imagine this spell to apply to the ground, you can't cast it on the ground you can't see. Now, if there isn't a wall when you cast it, and you then quickly build it, it will apply to the other side, because you saw it when you cast it. And if someone walks into the area on the other side of the wall, he will trigger the alarm.
Best kaer anywhere.