Zone borders essentially subtract from athletics when crossing them. If you rolled a Great Athletics you could normally go four zones. But hang on, there is a fence (lets say border 2) right in front of you, now you can only go two zones after climbing the fence.
An area maneuver affects everyone in the area, so it is unopposed (no one can roll against it), so you only need to roll a Good to do it. Say you have Earth and you want to make the ground shake to throw everyone off balance. Your discipline is a 4 and you want to throw three power into it, you roll a -1 so you are able to control it. Now the zone you cast your spell at has the aspect (with one free tag) Shaking Ground, which you, your allies, AND your enemies can tag, so it is not always a good thing. Remember that this is only when you are not casting a maneuver directly at someone. If you make the ground shake, that's the environment, if you want to make the ground shake only under the enemies, that would be opposed by they're athletics and it is no longer an environment maneuver. I hope this makes sense. Maneuver against the environment = unopposed, maneuver against a person = opposed.
An area blast works similarly, except everyone in the zone rolls against the blast to dodge it, friend and foe. It also soaks up 2 shifts of power to blast an area. Another example: Jim the earth mage sees a pack of wolves running right at him, but luckily they are still one zone away. He decided to try to take them all out at once because if they reach him, he'll be in trouble. He has a Conviction and Discipline at Superb, so he decides to put in power equal to conviction. Normally this would be a Weapon five blast, but because he's blasting an area it gets downgraded to weapon three. Jim rolls and just controls the spell (rolls straight up), then all the wolves roll a Fair dodge. They all get hit with six shifts of damage (the difference between the caster's Superb Discipline and their Fair dodge plus the weapon three).
Hopefully this answers your question, if not then their are others that are more experienced that I and can either explain it better, or link you to a topic where this was discussed (I did a quick search but didn't find anything).
Well, he's a young kid. Kinda rash and impetuous, but he has a good heart. He is dismayed by how good of a thug his natural power (Half shadow demon) and his kinetic magic makes him.
He prefers to avoid a fight if he can, and if he's going to fight it would be via ambush tactics. He has some serious staying power in a fight, but would rather avoid it. So his tactic involves bursting from the shadows, clocking a target with his bat, and disappearing into the dark again.
But he's not afraid of a stand up fight. He'll slug it out with the best of them, though he's not as tough as some of the baddies out there. He's a natural user of his magic, so without any formal training his power is unrefined, and usually comes in the form of unfocused blasts of force, when with the right training. he could be slinging superthin blades of force or paper thin walls that stop howitzers.
Than I would suggest a veil, a shield, a block (zone border), and either an attack or maneuver depending on how good he is with his bat. You can also leave your rotes blank for one session and keep mental notes of how many times a particular rote would have been useful, or if you have a nice GM he/she will let you change your rotes one or two times so you can "test drive" them.