MNblockhead
A Title Much Cooler Than Anything on the Old Site
Although simple sounding, each spells does nothing more and nothing less than written. Although I'm AFB, I'll take a stab at a few of these.
Rope Trick: Does the spell say a creature can leave the space of Rope Trick? If so, then a creature can leave the zone and grab something. Can a portion of a PC leave the zone and grab something? I believe that is up to the DM.
Word of Recall: If the sanctuary must be linked to the casters deity and the caster does not have a deity then the spell cannot be cast or completed.
In some instances, such as Time Stop, it does not say if the d4 is known. However, I would find it unusual for a player to have a character cast a spell and not know what dice were rolled and the result.
Other spells such as Wall of Force refer to rules at the beginning of the chapter on spells. In this particular case, a spell must have a clear path to the target or it completes (explodes, forms, etc.) once it's path is blocked. There may be some discussion on the term "clear" between a DM and a player since the Wall of Force is transparent.
Great approach, overall, but the more you dig into the Wall of Force, the more strange things get. The ambiguity is arise from the attempt to apply it. So light, despite being a physical force can pass through it, but not light cast from a spell. Can you use large lenses to focus a burning beam of non-magical light to damage a caster behind a WoF. It is fun to see what other spells cause DMs to struggle making judgement on without simple hand waiving and appeals to their own authority. Don't get me wrong, DURING the game I am ALL FOR the DM making the best judgement he or she can and moving the game forward. I save my rules lawyering for the forums.
