30 shifts is a whole lot. Those seven aspects represented a pretty impressive bit of ritual preparation to me, and making all seven Declaration rolls wouldn't be easy in one of my games. Look at the entropy curse in the spellcasting examples section of YS. It's presented as a very powerful spell and its complexity is 26 (if I recall correctly).
I think that summoning corporeal entities is totally different from summoning incorporeal ones. I'd actually treat it as a form of forcible teleportation, and we all know how hard teleporting is in this game.
The death curse is rated at 36 for its target, but could be in the mid-20s for average targets. The minimum for taking out anything deathwise is 23:
20 for the whole Consequence track
3 for the shortest possible Stress track (should really target 5 or more)
0 to overcome a Mediocre Endurance check that rolled a 0 or worse (should really target 6 or more)
But this is just review. This could easily fail, even against a scrub. Although most nameless NPCs will only go to a moderate consequence (per the rules) I think death is a different matter. Then again, "nameless NPCs" don't usually become the target of death curses, do they?
So, low 30s is a decent target for killing an average mortal being.
As far as summoning mortals... forced teleportation would make sense, but I think the easiest way to model it in this system is to "take out" the mortal like with a Transformation effect (or a death curse). Teleportation is just too hard in the system, and I'm not convinced that's how they would do it. The "taken out" mechanic is usually a good "all or nothing" guideline for how powerful a spell is. I think it is appropriately harder than Summoning a Nevernever creature (which only require you to overcome the creature's Conviction, as well as Contain and Bind it). I think the Summoning would be the hardest part of that, but the BInding and Containing would be about the same as with a Nevernever critter.
Re: Fourth Law - Containing, Summoning, and Binding are the three aspects of this discipline. Binding a mortal would be a Fourth Law violation. Containing would not be.
You can leave out the Binding and just bargain with the mortal, avoiding the Fourth Law violation.
You could leave out Containing and just trust that you can avoid a summoned mortal's wrath, but it wasn't really a violation of a Magical Law.
The Summoning itself might constitute a Second Law violation, but little else.
Behavior Index:- Uncontrolled (x0.5 cost) - does what it pleases, which probably isn't what you want it to do.
- Disloyal (x0.75 cost) - can be directed, but won't obey properly. Either looks for loopholes or simply lacks any intelligence at all. Requires micromanaging.
- Animal (x1 cost) - can be directed, but unsuited for certain tasks; untrained and instinctual.
- Single Function Robot (x1 cost) - does one thing only, without free will, initiative, or surprises.
- Robot (x1.25 cost) - obeys commands, no free will or initiative, but no surprises either.
- Thug (x1.5 cost) - can be directed, some free will, but requires attention to keep in line.
- Specialist/Lieutenant (x1.75 cost) - free willed, relatively independent; can be given complex tasks or command others.
- Super Robot (x2 cost) - obeys instinctively, can be commanded like a second player character.
- Battle Butler (x3 cost) - perfect obedience, absolute loyalty, entirely independent, will act to help the summoner on its own initiative.
But getting back to Summoning: the book already has rules for Summoning - what we have been statting out, I had intended more for making Constructs.
As it is, Summoning and Binding works as follows:
1. Contain
2. Summon
3. Bind
Containing * Create a Ward (attune Strength & Duration to your purposes)
* Usually need entity’s True Name as a Lore Declaration
Summoning * Conviction contest with target entity (aim for Conviction +5 to +10)
* Resisting entities attack through block (usually mental conflict using Conviction)
* Bargain or Bully with an interpersonal skill, or Bind using magic (see below)
Binding Option 1. Use enough shifts to “take out” entity - this completely binds it.
Option 2. Assault being with its True Name in a multiple-exchange Mental Conflict:
* Mental conflict: Your Discipline vs. entity’s Conviction
* Assault directly with spirit evocations
* Entity will likely try to break or pervert the Binding when it recovers its Consequences
So, are we creating these Summoning rules to roll up the Binding and the Summoning together?