Rules v2 pg:16
Spawnpoints
Conjurations with the Spawnpoint trait have the ability to cast spells for you. You select spells for your
Spawnpoints during the Planning Phase, at the same time that you choose spells for your Mage to prepare (one additional spell for each Spawnpoint). Usually, the Spawnpoint can only cast certain types of spells, as listed on the Spawnpoint’s card. Place the spell face down near your Spawnpoint, and tell your opponent that it is the Spawnpoint’s spell. Only your Spawnpoint may cast that spell during the round. During the Deployment Phase, both players may cast these assigned spells, starting with the player who has the initiative. If you cast your spell, pay the casting costs and resolve the spell. If you do not (or cannot) cast the spell, it returns to your spellbook at the beginning of the next Planning Phase. If a Spawnpoint is destroyed, any spell still assigned to it is also destroyed.
Most Spawnpoints also have a Channeling attribute, which means that they produce their own mana
during the Channel Phase. Track the Spawnpoint’s mana with mana counters. Spawnpoints cast spells the same way your Mage does, using the target and range shown on the spell. Always count range from the Spawnpoint (instead of your Mage). The Spawnpoint must spend its own mana first (by removing mana counters). If the Spawnpoint does not have enough mana to cast the spell, you must pay the difference from your Mage’s Mana Supply. You control all spells cast by your Spawnpoints.