Thanks again. I am working on a human mage with a 7 edge. My head is spinning with the possibilities of all that edge.
Consider buying a F1 Sustaining Health Focus (or buying Focused Concentration 1) and using it to sustain Force 1 Increase Reflexes cast with Edge. You could end up with, what, eight hits on average? That's 8+4d6 extra initiative, which means you'll have a comparable amount to what most optimized Adepts have. And normally you'd need to resist 8DV of drain (which would be physical) to achieve that. Instead you'll just resist 2DV of physical.
Let's say for example I want to cast 2 force 6 ball lightnings as a complex action, walk me through what happens next.
You can't cast multiple attack spells in the same pass-- That's against the general "never more than one attack" rule.
Casting just one though, would work like this.
You cast the F6 spell, rolling your Spellcasting + MAG. Instead of a contested roll, this is instead a difficulty test with a Threshold of 3. If you get at least 3 hits, you the spell lands where you choose within LOS. If you get less, then you determine scatter like you would a grenade, with a scatter distance of (2d6-hits) meters. Like with grenades, there's no dodge roll against this-- If you're in the AoE (which has a radius in meters equal to the Force), then you are hit.
The damage is determined like any other Indirect spell, however, only
net hits (AKA, those past the threshold) are added to damage, making it do a tiny bit less damage than a single target. The lack of any dodge roll usually means they equal out, though. Damage is resisted as normal, with Armor + BOD + elemental resistances, taking into account the spell's AP.
The core book can be a bit of a mess when it comes to this, but that's what I've gathered to be clearly intended (through errata, conversations with others, and input from devs).
What cover does for these situations I'm unclear on though. Obviously if someone is behind a wall, you would have to destroy the barrier to hit them, but I can see no rules for if partial cover gives any kind of modifier.
Off the top of my head, as a house rule, I'd consider giving the Partial/Good Cover (+2 or +4, respectively) bonus to the damage resistance roll since it's literally less of you being hit by the attack.