I should clarify that I’m trying to make it so the Summoner base lists are useable in combat. Granted they will be more cumbersome, but if the idea that if the tanks can protect him for a few rounds, the Summoner can come out swinging. This wasn’t uncommon in RM2, we are preparation was needed, and the spellcaster prepared for three rounds to make sure that his sleep spell was going to hit everybody. I like the new speed of spellcasting in RMU, but picture the Summoner/Conjurer as being able to effectively utilize slower spells for greater effect.
I get what you’re saying regarding the time cost coming from drawing the circle. I’m just generically lumping the time to cast (1rd) and the time to draw (variable) into one category because circles require both.
Carpets are a neat idea... I hadn’t thought about that as a workaround but can definitely see that as useable.
Again, my ultimate goal is to make the Summoner more combat compatible. They will always have a speed disadvantage against other casters, but I’m trying to strike a balance between summoning so fast that it really has no drawbacks vs summoning taking so long that any use in combat is completely wasted because two minutes elapsed and the battle is over.
Depending on the creature/situation, that balance is tough to envision, but here’s an example: In Round 1, the Fighter attacks, the Ranger shoots, the Mage throws a bolt, and the summoner is preparing. By Round 3-4, I like to think that the Summoner can maybe get a wolf on the ground to help the party mix it up. Obviously if the Summoner wants to bring in a lesser drake, that’s going to take a lot more time, so he better be behind a wall of a castle getting that ready because he probably doesn’t have the requisite 10+ rounds it will take to draw a circle that big before either getting killed or interrupted. Hence the concept of him as a “bunker” caster.