Summoner
As a summoner, you call upon spirits to take the form of creatures that do your bidding. More focused than the conjuror, you have greater control and flexibility with your summoned minions, chief among them your familiar spirit.

Summoning Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy into your spellbook a spell which summons or conjures a creature is halved.

Flexible Familiar
At second level, when you select this school, you add find familiar to your spellbook. If it is already there, choose another 1st level wizard spell of your choice to add to your spellbook. You also learn summon beast. It counts as a wizard spell for you, is always prepared, and does not count against the number of wizard spells you may prepare. It does not appear in your spellbook, nor may you copy it into one. Your familiar substitutes for the material component of the spell when you cast it, and the familiar vanishes as the spirit making it up assumes the beast form. The summoned beast entirely replaces your familiar. When the beast is destroyed or the spell ends, your familiar disappears into its pocket dimension.

You may cast summon beast once with this feature without expending a spell slot. You regain this ability after a long rest.

In addition, when you dismiss your familiar to its pocket dimension, you may choose any form of familiar you could conjure with the spell for it to assume when you call it forth again, without having to re-cast the spell.

Familir Spirit Transformation
At sixth level, when you cast a spell with "summon" or "conjure" in the title that summons and controls one or more creatures, you can use your familiar in place of any material components. For the duration of the spell, your familiar essentially disappears, as the spirit replaces those which are normally called forth by the spell (even if it has to fragment into multiple bodies to do so). When you cast a spell in this way, you need not concentrate on it; your familiar spirit maintains it for you. You can have your familiar maintaining only one such spell at a time in this fashion. When the spell ends or the creatures are destroyed, your familiar returns to its pocket dimension, ready for you to call it forth once more. This feature does not work with spells such as planar binding that call specific creatures rather than spirits that assume the forms of creaturs.

Magic Circle Mastery
At 10th level, you master the binding of dangerous extraplanar creatures. You may scribe magic circle into your spellbooks at half cost and time, and need no source from which to do so. When you cast it, its duration is doubled. You can cast a magic circle once as a reaction, without material components, but its duration gains a concentration requirement. You regain this ability after a long rest.

True Name Summoning
At 14th level, you gain the ability to call forth any creature who has given you permission to do so. With their cooperation, sealed by their signature, blood, or similar personal marking, you scribe a unique spell into your spellbook. These spells are always considered prepared without counting against your normal limit on the number of wizard spells you can have prepared. The spells require the spellbook in which they are scribed as a material component.

The level of the spell is equal to half the CR or level of the creature. If the creature grows stronger later, a new version of the spell must be scribed. Creatures with CRs or levels above 18 require 9th level spell slots.

When you cast one of these spells (each having a casting time of one action), the target may resist with a Charisma save if they choose. You can immediately sense if they are resisting - and thus unwilling to respond - and choose to let them succeed automatically. If they do not successfully resist (either by voluntarily answering the call, or by failing the saving throw), you may also choose to impose the Charmed condition on them, which they receive a Wisdom saving throw to end at the start of each of their turns.

Creatures with CRs or levels above 18 cannot be Charmed by this effect.

Creatures called by these spells appear in a place they can safely exist of your choosing within 30 feet of you.