First, and always: It’s your table; your game. Do what YOU want.
-------HEALING--------
“Magick never heals. Miracles never harm.”
This is alluded to in the book. But, I THINK I got this from the errata. I apologize for not being able to directly reference the source.
I personally feel changing this rule unbalances the game.
This said, you got me thinking about a way around it. What if one of the circles had the ability to bestow a TEMPORARY - and anchored - health point to another character(s). Perhaps with an ability that tricks the mind into believing they’re tougher, or ignoring the effects of a Strike… until the anchor is dropped or lost. There’d be, like with other spells, one resistant die per target, up to six.
This way, it’s not healing, and is very exciting when the party’s low on health, and then the conjurer loses his anchor.
------SAVE BONUS------
I’d make this a bonus of one to the target number.
------COMMUNICATE------
Cool, and helpful for GM and characters. I’d not include undead. Doing so waters down the Friar.
------CHARM------
I assume this is an opposed test, but it’s not clarified. Perhaps target chooses Spell Resistance (typically 1D6), or a special Mind-type ability they may have.
------ENSNARE------
Again, I think this should be opposed. Targets choose either Spell Resistance (typically 1D6), or a special physical-type ability they may have.
------GATING------
Teleporting can be powerful, depending on distance and number of travelers. I suggest clarifying. Perhaps 1D6 resistance to teleport only the caster a Near distance. Increasing distances adds resistance dice (perhaps +1D6 for Far, +2d6 for mile, +3D6 anywhere, +4D6 another plane), and of course add for number of travelers (1D6 per). To help with balance, I’d also require clearly knowing where you’re headed; as in, the conjurer has been there or seen it.
The other use of Gating - summoning allies - definitely requires clarification. Perhaps the same as teleporting, except you’re only providing a way for KNOWN allies to come through to your aid. They may be occupied, or otherwise unable to help. Additionally, they’re NPC’s, so they should have some reason to come through, and possibly expect a return favor.
Finally, I’d make a general note reminding the conjurer that any lasting spell requires anchoring.
Thank you for listening. I typed “I think” a lot, to clarify these are just my opinions. Have a great game!