a) Summoning Circles
1) The notes make it clear that crossing the circle implies an RR. Would the caster be affected by this restriction as well? Could he designate friends to be immune to this rule? Should there be a Spell Mastery roll involved to do it?
I think it does say somewhere that the caster themselves can freely move into and out of the circle. As for allowing others to do so I think I would, personally, rule that the circle needs to be drawn specifically to account for additional individuals to do this and that those individuals would need to be present at the drawing of the circle. I would not allow a pre-made stone etched circle to be
altered in order to accomplish this. So, no portable permanent (like the wood one you mention) circle that you get to pick and choose who can go in and out of it. However, a non-active circle that is made of something easily altered like sand? I think I'd allow modification to that. Now, drawing a new circle around another circle in order to modify the first? I think I'd leave that choice up to the GM. (Maybe make them draw a new, bigger circle, then make a spell manipulation roll?)
2) Even partially breaking the circle cancels it, so what is the advantage of using a "fragile" surface like sand? It is to avoid the wind blowing the circle away? I assume that would also cause the failure.
In the list it states: "Drawing the circle consists of inscribing the circle onto a solid surface; for example, tracing it in dirt or sand (very fragile), drawing it with chalk on stone, painting it on wood, chiseling it into stone (very resistant), etc."
So, the idea is that drawing the circle in the sand or dirt is more of a 'spur of the moment' need. You can do it anywhere you can get it to inscribe without any preparation or materials and, therefore, have a fragile circle as a result. If you have all the time in the world to make a pre-prepped one you chisel it into stone obviously. The various methods of creating a circle are intended to balance convenience vs time required and durability.
3) Since the circle can be drawn before the spell is cast, could a Summoner carry a bag of wooden planks with different circles prepared? Is the circle different depending on the spell? Maybe only one plank would be enough, if the spell can be decided later.
As to the wood, I think I'd allow that. But you're going to have to go through a lot of trouble hauling around a bunch of wood. You need an unbroken circle, so you need enough wood to create an unbroken ring big enough for your desired radius. It seems like this would only be useful in situations where you need to setup a circle quickly in a place fairly near where you keep your pieces of wood. I can see certain circumstances where this might be useful (a la Ghostbusters-like crew in a certain city?) but in general? Not so much. (Bag of holding anyone?)
b) Teleportals
1) Is the target of a friendly teleportal (no RR) required to walk up to the gate to cross? Or if willing does the spell suck the target in? Also, in the case of the forced gating, does the spell physically draw the target? I'm thinking about things like making a teleportal for an unconscious/stun friend, or making a teleportal for an enemy behind a fire wall.
You really just need to read through the various Teleportal spells to have your answer on this one. A portal itself cannot move. The willing target of a "Teleportal I" must be physically moved through the portal, not the other way around. However, when you read "Teleportal II" you will see the caster can 'force' one target that he 'knows' to move through the gate. So the unwilling target must not be restrained to the point that they could not be forced through. If they are tied to a post, it's a no go. If they are tied to a rolling office chair, I'd probably allow that, but this
might become a GM call on whether the caster is forcing them through via an unseen force, or if they are enticing them to come through of their own accord. The important thing is the portal itself does not move as this would change the power balance - for example, you could "Teleportal I" a damsel tied to the train tracks if this was allowed, which alters the power balance of the spell significantly. Now, they can be pushed, tossed or whatever through, but I would not allow someone already on the other side to pull them through. Someone entering the portal can
drag the person
with them though.
2) Can the location of the start and destination gates be defined by the caster? (assuming there is line of vision, of course). I'm thinking about relocating party members to specific places, rather than just bringing them closer. Since the 10' range is not in any of the spell "parameters", what talent/power/spell would you require the player to take to increase it?
If you read the 6th level spell the portal materializes within 10' of the intended target and that target is transported to within 10' of the caster. While the individual can be further and further away from the caster depending on the strength of the Teleportal spell the 10' rule of where the portal appears relative to the target and caster remains 10'. I think I'd allow spell manipulation or spells that alter the range of other spells to change that.