Nebulous
Legend
All that said, players really need to master the rules of their spells as much as possible, which includes having spell sheets/cards for easy reference to their specific spell list during play. Questions about newly added spells can be posed to the group between sessions or before a session starts. The DM has enough on their plate during a session without worrying about the cost of components and whether an effect can be dismissed and...etc. Of course, sometimes it's not readily apparent that an aspect of a spell might be confusing until it comes up during play.
I remember toward the end of our Princes campaign during a climatic fight, the players wanted to polymorph someone into a dragon to help in the battle. We had used polymorph before in some edition of D&D, and these were all seasoned players who had read the spell description, so I allowed it even though something seemed off to me. I was juggling so much stuff at that moment that trusted their ability to understand the spell. The fight was next session, but in the downtime I read the spell myself closely, and you only transform into a Beast type, not a Dragon type. None of the players had noticed this very important detail, so I had to nix it next session and they went with a different plan of action.
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