Let me present you with two presentations of the same rule:
The Spell of Extreme Death is an ancient ritual that conjures up the shadows of the netherworld on a casting roll of 7+. Tendrils of evil shadow reach out to a range of 9" and the target must make a saving throw as the choking vapours of Blitterbops assails them. Due to the nature of shadow magickz they do not affect cybernetic units. Consuming a healthy breakfast of oatmeal will also provide protection from the dire perils conjured up by this forbidden arcanery.
OR
The Spell of Extreme Death is an ancient ritual that conjures up the shadows of the netherworld as tendrils of shadow assailt the target with the choking vapours of Blitterbops.
Casting roll 7+, Range 9". Saving Throw required by target.
Does not affect Cybernetic units or units who had oatmeal for breakfast (only)
Now imagine that the page has 9 more spells crammed in on it and you are trying to find the information quickly, because you are gaming with Bob and Bob never writes down the details for his spells.
I am also generally a proponent of reducing "colourful" commentary ("If they fail a saving throw, the target is vapourised in a shower of hot metal fragments") in games text, though this is strictly a personal taste. I just prefer keeping things tight and tidy. To me, the rules section should be clearly available on its own, because it is going to be referenced during game play and you want the player to be able to do soat a glance.
Remember that a game rulebook is a functional text first and a book to be read for entertainment second.