You're gonna need to color the info text a different color from the other text (or make it bolder/italicized/etc.) because it's hard to notice the rules text...
I strongly disagree. "You wiggle your fingers and fire shoots out" should be separate flavour text. The rule should be written "Range: 50 feet. Attack: d20 + Intelligence modifier. Damage: 1d6 fire." Now I can enjoy the fluff but also quickly find the relevant rule. If I want to look up the range, it is immediately there at a glance, and I do not not have to read the whole spell to search for the relevant information.
Minigiant's rule example looks to me like Pathfinder spells. Hard to search easily. When simple rules questions arise at the table, it should not require reading two or three paragraphs.
I guess the indent color makes bolder not dramatic enough. My intent is that if you read it straight, it reads as nice fluffy prose. But it you are just skimming for the specifics; the range, area, effects, and damage are all bolded.
Fireball (3rd level Arcane Spell)
After spending an action to cast the fireball spell, a glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the range of 400ft, blossoms into an explosion of flame that detonates with a low roar. Every creature and unattended object within the 20-ft.-radius spread of the explosion is dealt 5d6 fire damage unless they make a Dexterity saving throw for half damage.
The explosion creates almost no pressure. It does, however, set fire to combustibles and can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.
If the fireball spell is prepared at a higher spell slot than 3rd, it deals an additional 2d6 fire damage per level higher than the 3rd.
Survival (Skill)
Survival is your ability to ability to keep yourself and others safe and well while it the wild. It is a common skill for barbarians, rangers, and druids as many take the
Pathfinder, Savage, Hunter, Tracker, or Primal themes. Those who spend large swaths of time in the wilderness are often seen with the Survival skill to deal with the thick forests or harsh deserts.
You can
get along with the wild by making a simple
DC 10 with a Survival check. Success lets you move up to
one-half your speed while hunting and foraging. No food or water supplies are needed or expended then.
You can gain
a +2 bonus on all saving throws against severe weather while
moving, or gain a
+4 bonus if you
remain stationary by making a
DC 15 Survival check.
Another possible application is noticing natural landmarks to
keep from getting lost. You can scan the environment to
avoid natural hazards, such as quicksand, thin ice, and poisonous shrub blooms. You can even monitor the sky and
predict the weather 24 hours in advance or
endure temperatures between -10 and 110 degrees Fahrenheit in appropriate clothing. All of these applications are succeed by beating a
DC 15.
If you are a
ranger or gained the
Track ability from a background, you can also find and follow the tracks left behind by others. You cannot follow tracks of those under the effect of the
pass without trace spell unless you are under the effect the
retrace spell which returns the footprints and broken branches back to their unhidden state.
You may typically grant the same bonus to
one other character for every 1 point by which your Survival check result exceeds the DC. Basic Survival checks usual
occur each day in the wilderness or whenever a hazard presents itself. When using Survival to track a character or animal, checks are made according to distance.