6
7/24/2019 Mutants & Masterminds - Third Edition - Power Profile - Summoning Powers http://slidepdf.com/reader/full/mutants-masterminds-third-edition-power-profile-summoning-powers 1/6 POWER PROFILE: SUMMONING POWERS POWER PROFILE: SUMMONING POWERS POWER PROFILE: SUMMONING POWERS Some heroes work alone, others in teams, and others still have the ability to call-in as much help as they want, by summoning other beings to assist them! From com- manding animals like birds or sea-creatures to creating animated constructs of solidified energy or summoning quantum duplicates, M&M characters can go from lone individuals to an entire army! All the powers in this profile summon—call, conjure, or create—different independent beings in one fashion or another. These beings are generally referred to as agents of the summoner. Minions are agents with the minion trait (Hero’s Handbook, page 193) and all the limitations that come with it. THE SUMMON EFFECT Naturally, summoning powers rely heavily on the Summon effect (Hero’s Handbook, pages 128–130) which brings other creatures to serve the user.  The default Summon effect calls upon a singular agent with the minion descriptor and the dazed condition, friendly towards the summoner (and thus generally dis- posed to do as ordered). Modifiers can change these default conditions. The Minion advantage (Hero’s Hand- book, page 87) is much like a Permanent Limited Summon effect, while the Sidekick advantage (Hero’s Handbook, page 88) is like a Permanent Limited Summon effect that calls upon an Active, Heroic agent, both of them involv- ing Self-Powered agents who do not simply appear out of thin air when called (see the Self-Powered modifier, following). Since Summon is a close range effect, the agent normally appears in the nearest open space adjacent to the summon- er. In the case of hordes of agents, they may fill the nearest available spaces, extending outwards from the summoner. Ranged Summon effects are thus useful for their ability to place an agent somewhere within range—on the far side of a gap, for example, or another part of a battlefield. Precise placement may require a ranged attack check for Ranged Summon, it is automatic for Perception Ranged Summon, so long as the summoner can accurately sense the location.  The GM may wish to bend or waive the requirement for an agent to have a PL equal to or less than the Summon rank; this makes the effect more flexible and does not penalize concepts based on relatively low-cost agents with power levels closer to the series limit. So long as the agents fall within the series power level limit, there should be little concern. SUMMON MODIFIERS In addition to the modifiers from the Hero’s Handbook, Gamemasters may find the following modifiers for the Summon effect useful in creating summoning powers. Responsive: You can command your summoned agent(s) as a free action rather than a move action, although you may only issue commands once per agent per turn. +1  point per rank. Self-Powered:  The summoned agent(s) do not appear near the summoner but must instead travel to the sum- moner from wherever they are using their own movement capabilities. –1 point per rank. 1 1 POWER PROFILE: SUMMONING POWERS POWER PROFILE: SUMMONING POWERS

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7/24/2019 Mutants & Masterminds - Third Edition - Power Profile - Summoning Powers

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POWER PROFILE: SUMMONING POWERSPOWER PROFILE: SUMMONING POWERSPOWER PROFILE: SUMMONING POWERS

Some heroes work alone, others in teams, and others

still have the ability to call-in as much help as they want,

by summoning other beings to assist them! From com-manding animals like birds or sea-creatures to creating

animated constructs of solidified energy or summoning

quantum duplicates, M&M characters can go from lone

individuals to an entire army!

All the powers in this profile summon—call, conjure, or

create—different independent beings in one fashion or

another. These beings are generally referred to as agents 

of the summoner. Minions  are agents with the minion

trait (Hero’s Handbook, page 193) and all the limitations

that come with it.

THE SUMMON EFFECTNaturally, summoning powers rely heavily on the Summon

effect (Hero’s Handbook,  pages 128–130) which brings

other creatures to serve the user.

 The default Summon effect calls upon a singular agent

with the minion descriptor and the dazed condition,

friendly towards the summoner (and thus generally dis-

posed to do as ordered). Modifiers can change these

default conditions. The Minion advantage (Hero’s Hand-

book, page 87) is much like a Permanent Limited Summon

effect, while the Sidekick advantage (Hero’s Handbook, 

page 88) is like a Permanent Limited Summon effect that

calls upon an Active, Heroic agent, both of them involv-

ing Self-Powered agents who do not simply appear out

of thin air when called (see the Self-Powered  modifier,

following).

Since Summon is a close range effect, the agent normally

appears in the nearest open space adjacent to the summon-

er. In the case of hordes of agents, they may fill the nearestavailable spaces, extending outwards from the summoner.

Ranged Summon effects are thus useful for their ability to

place an agent somewhere within range—on the far side of

a gap, for example, or another part of a battlefield. Precise

placement may require a ranged attack check for Ranged

Summon, it is automatic for Perception Ranged Summon,

so long as the summoner can accurately sense the location.

 The GM may wish to bend or waive the requirement for an

agent to have a PL equal to or less than the Summon rank;

this makes the effect more flexible and does not penalize

concepts based on relatively low-cost agents with power

levels closer to the series limit. So long as the agents fall

within the series power level limit, there should be little

concern.

SUMMON MODIFIERS

In addition to the modifiers from the Hero’s Handbook,

Gamemasters may find the following modifiers for the

Summon effect useful in creating summoning powers.

Responsive: You can command your summoned agent(s)

as a free action rather than a move action, although youmay only issue commands once per agent per turn. +1

 point per rank.

Self-Powered:  The summoned agent(s) do not appear

near the summoner but must instead travel to the sum-

moner from wherever they are using their own movement

capabilities. –1 point per rank.

11POWER PROFILE: SUMMONING POWERSPOWER PROFILE: SUMMONING POWERS

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...THREE’S A CROWD

As noted in the Hero’s Handbook, Gamemasters may wish

to have groups of homogeneous agents use team checks

to minimize the number of individual die rolls needed so

they do not clutter up encounters and take time and at-

tention away from the main characters. This works well

with the limitations on issuing orders to agents: it ’s easierto tell all of your agents to attack a particular target (co-

ordinating as a team check) than it is to issue them each

different orders, unless they are Responsive (see the previ-

ous modifier) and you can issue orders as a free action.

For truly large numbers of agents, Gamemasters may find

the mass combat rules from the Gamemaster’s Guide

useful, treating dozens or even hundreds of characters

as a single entity. Also see the Swarm power for treating

large numbers of agents as singular entities.

SUMMONING DESCRIPTORSExactly how the Summon effect brings agents into play,

and the type of agents it brings, are subject to the power’s

descriptors.

• Dimensional: The power summons agents from other

dimensions, from parallel universe soldiers to demons

from hellish netherworlds. Note that the Summon

effect need not have the Dimensional modifier unless

the agents can appear in a dimension other than the

one the summoner is presently in; having agents

come to the summoner is a built-in part of the effect,regardless of where they come from.

• Duplicate: The agents are duplicates of an existing

character, often the summoner, but a power might

also summon up duplicates of other characters. Du-

plicates are as close to identical to their source as

possible. See the Duplication power description for

more.

• Magical:  The agents are summoned by magic and

are often magical creatures like elementals, spirits,

demons, or constructs. They may be vulnerable to

harm or banishment by other magic.

• Necromantic:  These Summon effects call upon the

dead, typically undead creatures like zombies or

ghosts. Certain magical, holy, or life-affirming descrip-

tors (particularly light) may counter or harm necro-

mantic agents.

• Technological:  Technology summons the agents,

who may or may not be technological themselves. This

could be machine animation or a teleportal device, for

example. Other types of technology could counteract

the summons.

• Countering: Countering a Summon effect typically

sends the agents back where they came from (ban-

ishment) or renders them incapacitated (deactiva-

tion). For example countering a Demon Summoning

spell may send the hellspawn back to their nether-

world whereas countering an Animate Machines

effect deactivates the machine agents, rendering

them inert and countering an Energy Constructs

power simply dissolves the construct.

SUMMONING FEATURESSome potential Feature effects associated with Summon-

ing Powers include the following:

• Monitor:  You always know the condition of any of

your agents. So if one goes from normal to incapaci-

tated or immobilized, for example, you know it. If you

are able to exchange other information with your

agents, apply the Mental Link modifier of Summon.

• Servants:  You can summon “servant” agents to

handle various routine, mundane tasks but not useful

in conflicts or challenges, kind of like a portable Per-

sonnel feature for a headquarters (Hero’s Handbook, 

page 177).

OFFENSIVE POWERS“Offensive” summoning powers generally call or create

beings to fight on the summoner’s behalf. Some fight

alongside their summoner, while others allow the sum-

moner to stay safely back from the conflict.

ANIMATION

You can imbue objects in your line of sight with animation

and a semblance of life, making them constructs under

your control (see Constructs, Hero’s Handbook, page 179).Create the object as a construct with (Summon rank x 15)

total power points. Constructs—like other agents—are

subject to the series power level limits. The object gains

movement according to its form: statues can get up and

walk, for example, rugs can crawl, balls roll, cars drive, etc.

Some animators are additionally Limited to a particular

type of objects, such as pictures, statues, machines, stone-

work, and so forth.

Animation: Perception Range Summon Animated Object,

Limited to Available Objects • 3 points per rank.

CONSTRUCTS

You create mobile constructs out of a particular medium,

typically some type of energy: light, sound, shadows, and

so forth. Constructs act as you direct under your control

(with the standard Summon parameters of a move action

to issue orders and agents taking only a single action per

turn, unless modified).

Constructs: Ranged Summon Construct, Broad Type,

Controlled • 5 points per rank.

DUPLICATION

You can create a duplicate of yourself. Your duplicate is

an agent with the same capabilities as you, except for this

power and any hero points. You can spend your own hero

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points for your duplicate’s actions, essentially, you share

the same “pool” of hero points.

You must have this power at a rank equal to your own

power point total (less the cost of Duplication) divided by

15 and rounded up for your duplicate to possess your full

abilities. If you have it at a lower rank, create your dupli-

cate as a scaled-down version of yourself, with a power

level equal to your Summon rank and starting powerpoints determined accordingly (rank x 15). So a power

level 11 hero with Duplication 8 creates a power level 8

duplicate with (8 x 15) 120 power points and proportion-

ately lower-ranked traits.

Your duplicate thinks and acts just like you, so it is auto-

matically helpful toward you. Gamemasters should gen-

erally allow the hero’s player to determine the duplicate’s

actions. Your duplicate disappears if your power is coun-

tered. You can also make your duplicate disappear at will

by turning off your power.

Apply the Multiple Minions extra if you can summonmore than one duplicate, and the Horde extra if you can

summon them all at once. Given the power’s cost, duplica-

tors tend to be less superhuman—built on fewer power

points—the more duplicates they can summon.

Duplication: Summon Duplicate, Active, Heroic • 4 points per rank 

NECROMANCY 

You can imbue corpses, even skeletal remains, with a

semblance of life, turning them into undead creaturesthat rise up at your command. Use the zombie arche-

types from the Gamemaster’s Guide  (page 144) or apply

the zombie template (page 145) to a different archetype

for things like creating zombie or skeletal dinosaurs or

other creatures.

Although the power as listed has a substantial cost per

rank, only 1 or 2 ranks are needed to cover the undead’s

power level and costs; Summon Zombies costs 14 points

while Summon Skeletons costs 28 points.

Necromancy: Summon Undead, Controlled, Horde, Multiple

Minions (32 total) • 14 points per rank 

SWARM

You summon a swarm of essentially identical agents, such

as insects, vermin, or even small machines. Rather than

racking up the tremendous (and expensive!) ranks of

Multiple Minions needed for, say, a swarm of a thousand

bees, it’s far easier to treat such swarms as single “agents”

which act as one and may also be fought (and potentially

defeated) as one entity.

A swarm is Insubstantial (Hero’s Handbook, page 114) at

the second rank of effect: the individual members of the

swarm can slip through small openings and flow out of

grabs and restraints, and the swarm as a whole is immune

to direct physical attacks like punches and slashes, but

still affected by area or energy attacks. Larger swarms

may have ranks of Growth and the Area modifier on their

Swarm Attack to represent their greater overall size. Apply-

ing the Multiple Minions modifier allows you to summon

multiple swarms able to split up and act independently of

each other.

Swarm: Summon Swarm (Active, Controlled) • 4 points per rank.

SWARM PL8 • MR3

STR  — STA 2 AGL  0 DEX  0 FGT  0 INT  — AWE  0 PRE  0

Powers: Swarm  (Insubstantial 2, Permanent, Innate, Quirk:Limited by size of individual components, –2 points), SwarmAttack   (Affliction 6, Resisted and Overcome by Fortitude,Dazed, Stunned, Incapacitated, Concentration, Cumulative)plus choose one  of Flight 2 or Movement 2 (Slithering andWall-Crawling)

Skills: Close Combat: Swarm Attack 10 (+10)

Offense: Initiative +0, Swarm Attack +10 (Close, Affliction 6)

Defense: Dodge 8, Parry 4, Fortitude 5, Toughness 2, WillImmune

Totals Abilities –6 + Powers 31 + Advantages 0 + Skills 5 +Defenses 15 = 45

DEFENSIVE POWERSDefensive summoning powers typically use summoned

beings as shields, even sacrificing them to protect the

summoner. This is of little concern when the “beings” are

mindless constructs but morally gray (to say the least)

when they are intelligent, living beings of some sort.

DECOYS

You summon up a mass of seemingly identical dupli-

cates, but they are not real and cannot physically interact,

but do provide useful cover, allowing you to lose your-

self amongst them. You gain the defensive benefits of

total concealment (a –5 circumstance penalty to attacks

against you, and opponents must guess your location) al-

though none of the other benefits.

Decoys: Concealment 4 (All Visual Senses), Limited to Decoy

Images • 4 points.

SACRIFICE

You can shift a successful attack on you to one of your

minions instead by spending a hero point. If a Gamemas-

ter character uses this power, award the affected player

a hero point instead. Gamemasters may wish to prohibit

minions from having the Interpose advantage, requiring

this power instead.

Sacrifice: Add Sacrifice modifier to Summon • 1 point.

MOVEMENT POWERSSummoning powers typically to bring agents instantly

into the summoner’s presence. They may provide other

types of movement as well.

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CASTLING

You can “swap” places with one of your duplicates (see

Duplication, previously) instantly. You appear in the du-

plicate’s place and it appears in yours, so long as you are

within the Teleport effect’s range of each other. If you

apply the Subtle modifier, those around you may not even

be able to tell you have switched places!

Castling: Teleport, Accurate (wherever duplicate is), Easy,

Extended, Limited to Switching Places With Duplicate (–2),

Medium (Duplicate) •  2 points per rank 

DUPLICATE LADDER

You summon a “chain” of duplicates to cover a distance, then

re-absorb them at the destination point, essentially allow-

ing you to “leap” across a span like an instant, living bridge.

 The number of duplicates is largely irrelevant, a descriptor

of the effect, although this power is most often connectedwith Duplication (previously). A version of it might work

with other Summon effects as well. This is also an effective

power stunt for duplicators who occasionally find a need for

it and can expend the extra effort (and/or the hero point).

Duplicate Ladder: Leaping • 1 point per rank 

SUMMON STEED

You summon a steed with traits equal to the horse arche-

type (Gamemaster’s Guide,  page 134) with 6 additional

power points of traits—most likely effects such as Flight

or Movement. More unusual steeds should be created as

full characters to determine the Summon rank needed for

them.

Summon Steed: Summon Steed 1, Continuous • 3 points

SUMMON VEHICLE

You conjure up a vehicle to transport you (and possibly

others). Create it according to the usual vehicle rules (Hero’s

Handbook, page 169) based on (rank x 15 points). Cost-wise,this is similar to the Equipment advantage (which costs 1

point per 5 points of the vehicle’s cost) but sustained rather

than continuous and with different descriptors.

You may pilot the vehicle yourself or have someone else

do so. If the vehicle is capable of driving itself, apply the

Responsive modifier of Summon; it essentially removes

the move action required to pilot. If the vehicle is remote-

controlled and must come to you, rather than simply ap-

pearing, apply the Self-Powered modifier.

Power:Summon Vehicle, Controlled •

 3 points per rank 

UTILITY POWERS The utility uses of summoning are manifold, depend-

ing on the abilities, skills, and powers of the beings they

summon.

ANATOMIC SPLIT

You can split off different parts of your body without

harm, allowing them to act semi-independently. Their

movement abilities tend to be limited to crawling or shuf-

fling, but a separated eye can still see and a separated ear

can still hear, and so forth.

 The power format assumes the ability to make up toeight splits, with each part as a relatively low-cost “agent”

(having only a portion of your capabilities) requiring only

1 or perhaps 2 ranks. If your separated parts have more

significant capabilities, increase the Summon rank to

account for the added cost.

Anatomic Split: Summon Body Part, Controlled, Mental Link,

Multiple Minions 3, Side-Effect (Lose use of the separated part)

• 1 point + 8 points per rank.

COMBINE

You and one or more other characters can combine to

summon a singular being. The components of the com-

bined being disappear and cannot act while it exists but

the combined form has a full set of actions each turn. The

components also suffer whatever conditions the com-

bined form does (Feedback) and countering or ending the

Summon effect causes the combined form to split back

into its components.

At the Gamemaster’s option, the components of the com-

bined form can evenly divide the ranks (and cost) of the

power amongst themselves. The combined form must stillobey any series power level limits, although the GM is free

to set different limits for the component characters and

the combined form, as appropriate for the series.

 This power best suits when a group of characters summons

an even more powerful combined agent; for instances where

a character has two or more “normal” components, consider

an Identity complication and Activation modifier instead.

Combine: Summon Combined Form, Active, Heroic, Feedback,

Limited (requires all components be present), Limited

(components vanish while combined form is present) • 2 points per rank 

EMPOWER

You grant an otherwise ordinary being power to become

your agent. Examples of this power include transform-

ing ordinary animals or insects into giant, super-powered

monsters, or granting normal human thugs temporary

super-human strength and toughness. You might use a

mad-science “growth ray” or invest subjects with magical

power or divine archetypes. Once the effect lapses, the

subjects revert back to their normal form. If you canempower multiple subjects at the same time, apply the

Multiple Minions and Horde modifiers, as appropriate.

 This ability is primarily intended to work on “background”

characters, not to further empower other player charac-

ters. It is best reserved for concepts such as “summoning”

powerful agents from ordinary creatures in the environ-

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ment. For villains, Empowerment is more of a plot device

and may be treated as such without worrying about the

construction or point allocations of this power.

Empower: Summon Empowered Version, General Type, Limited

to Available Subjects • 2 points per rank 

SUMMONING COMPLICATIONSCalling upon and commanding other beings can create

complications; so can relying on summoning to handle

certain problems. In addition, summoners also deal with

their agents’ complications as well as their own: a demon

summoner might have minions unable to enter sacred

ground, for example, while a necromancer’s agents only

go out at night. This is no more than a plot device for

Gamemaster-controlled characters, but player characters

dealing with their agents’ complications—essentially lim-

iting their summoner in various ways—should receive a

hero point award.

ENEMY 

Calling up other beings to do your dirty work for you does

not necessarily make you any friends. While a lot of sum-

moning powers involve mindless and utterly loyal agents,

some of which aren’t even real beings at all, it is pos-

sible for the power to literally create enemies over time.

Imagine an agent which develops free will and a sense of

resentment towards the summoner, perhaps managing to

escape in order to plot revenge or to find a way to free its

summoned “brethren”.

 This type of enemy can range from a disgruntled demon

to a duplicate with independence convinced it is the “real”

person, who must kill the summoner in order to ensure it

is the one “true” individual.

POWER LOSS

In addition to countering a Summon effect to banish or

remove its agents, summoners may face power loss in dif-

ferent ways.

 The most common is for the character’s summoning power

to require some particular components or ritual: a magic

word, a grand gesture, a mystic diagram or circuit, or the

like. If the summoner is not able to fulfill this requirement,

the power won’t work.

Likewise, there may be circumstances in which the sum-

moning power is ineffective, or where the agents them-

selves suffer from power loss, reducing their usefulness,

and awarding the summoner for the complication.

RELATIONSHIPSummoning powers mean having an “entourage” of some

sort, even if it is just a summoned sidekick or ally. Sum-

moners may have various connections with their agents,

especially if the agents are beings in their own right, and

this can lead to complications. On the one hand, the sum-

moner is responsible for the agents, and may have to deal

with them getting into trouble or even going off on their

own. A summoner may also have a relationship with a

particular agent beyond just “business”. Consider a sum-

moner able to invest the power of a legendary hero into

various mortal vessels (via Empower) falling in love with

that hero, but unable to be with him because he just an

incorporeal spirit, except for the rare occasions when he is“borrowing” someone else’s body.

Another unique type of Relationship is for the sum-

moner   to be a supporting character while the agent is

the actual player character! An example is a genie-type

with various powers, who has a mortal “master” who

summons and commands the genie but otherwise has

no powers and is an ordinary person; in terms of game-

play, the player controls both characters, but the sum-

moner functions more as a relationship complication for

the genie than anything else, similar in some ways to a

normal identity but existing simultaneously (see Iden-tity, Hero’s Handbook , page 28).

REPUTATION

Depending on who or what a character summoners, how

they are summoned, and how the agents are treated, it’s

not difficult for summoners to get a problematic reputa-

tion. Nobody is likely to enjoy the idea of having a necro-

mancer who animates the dead around, for example, even

if his intentions are noble and heroic. Modern people are

likely to question summoners about the nature and well-being of their agents: are they calling up mindless autom-

atons or enslaving intelligent beings?

WEAKNESS

One of the primary “weaknesses” of many summoners

is their reliance on their agents. With a great number of

points invested in Summon, they often have less left over

for their own traits. This fits the genre, as superhero sum-

moners tend to rely most heavily on their agents (super-

villain masterminds are another case). This design is not

a complication in and of itself, although it often leads to

other complications, particularly the summoner being in-

capacitated or captured.

Summoners may also have weaknesses based on the

source of their power and their agents: a summoner

connected with hellish netherworlds may be vulnerable

to holy or divine powers while a necromancer could be

weakened or harmed by symbols and powers of life and

light.

Lastly, there are weaknesses associated with the sum-

moned agents rather than the summoner: these can alsoconstitute complications for the summoner, if a weak-

ness prevents agents from accomplishing a task or ban-

ishes them prematurely. So, for example, if a cunningly

placed wrought-iron fence keeps a faerie summoner’s

agents at bay, award the player a hero point for the com-

plication.

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CREDITS & LICENSE

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licensee in terms of this agreement.

2. The License: This License applies to any Open Game

Content that contains a notice indicating that the Open

Game Content may only be Used under and in terms of

this License. You must affix such a notice to any Open

Game Content that you Use. No terms may be added to

or subtracted from this License except as described by

the License itself. No other terms or conditions may be

applied to any Open Game Content distributed using

this License.

3. Offer and Acceptance:  By Using the Open Game

Content You indicate Your acceptance of the terms of

this License.

4. Grant and Consideration: In consideration for agree-

ing to use this License, the Contributors grant You a per-

petual, worldwide, royalty-free, non-exclusive license

with the exact terms of this License to Use, the Open

Game Content.

5. Representation of Authority to Contribute: If

You are contributing original material as Open Game

Content, You represent that Your Contributions are Your

original creation and/or You have sufficient rights to

grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the

COPYRIGHT NOTICE portion of this License to include

the exact text of the COPYRIGHT NOTICE of any Open

Game Content You are copying, modifying or distribut-

ing, and You must add the title, the copyright date, and

the copyright holder’s name to the COPYRIGHT NOTICE

of any original Open Game Content you Distribute.

7. Use of Product Identity:  You agree not to Use any

Product Identity, including as an indication as to com-

patibility, except as expressly licensed in another, inde-

pendent Agreement with the owner of each element of

that Product Identity. You agree not to indicate compat-

ibility or co-adaptability with any Trademark or Regis-

tered Trademark in conjunction with a work containing

Open Game Content except as expressly licensed in

another, independent Agreement with the owner of

such Trademark or Registered Trademark. The use of

any Product Identity in Open Game Content does not

constitute a challenge to the ownership of that Product

Identity. The owner of any Product Identity used in Open

Game Content shall retain all rights, title and interest in

and to that Product Identity.

8. Identification: If you distribute Open Game Content

You must clearly indicate which portions of the work

that you are distributing are Open Game Content.

9. Updating the License:  Wizards or its designated

Agents may publish updated versions of this License. You

may use any authorized version of this License to copy,

modify and distribute any Open Game Content originallydistributed under any version of this License.

10. Copy of this License: You MUST include a copy of

this License with every copy of the Open Game Content

You Distribute.

11. Use of Contributor Credits:  You may not market

or advertise the Open Game Content using the name

of any Contributor unless You have written permission

from the Contributor to do so.

12. Inability to Comply:  If it is impossible for You to

comply with any of the terms of this License with respect

to some or all of the Open Game Content due to statute,

 judicial order, or governmental regulation then You may

not Use any Open Game Material so affected.

13. Termination: This License will terminate automati-

cally if You fail to comply with all terms herein and fail to

cure such breach within 30 days of becoming aware of

the breach. All sublicenses shall survive the termination

of this License.

14. Reformation: If any provision of this License is held

to be unenforceable, such provision shall be reformed

only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE 

Open Game License v 1.0 Copyright 2000, Wizards of the

Coast, Inc.

System Reference Document , Copyright 2000, Wizards of

the Coast, Inc., Authors Jonathan Tweet, Monte Cook,

Skip Williams, based on original material by E. Gary

Gygax and Dave Arneson.

Modern System Reference Document, Copyright 2002-

2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,

Jeff Grubb, Rich Red-man, Charles Ryan, Eric Cagle,

David Noonan, Stan!, Christopher Perkins, Rodney

 Thompson, and JD Wiker, based on material by Jonathan

 Tweet, Monte Cook, Skip Williams, Richard Baker, Peter

Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and

JD Wiker.

Mutants & Masterminds, Copyright 2002, Green Ronin

Publishing; Author Steve Kenson.

 Advanced Player’s Manual, Copyright 2005, Green Ronin

Publishing, LLC; Author Skip Williams.

Silver Age Sentinels d20, Copyright 2002, Guardians

of Order, Inc.; Authors Stephen Kenson, Mark C.

Mackinnon, Jeff Mackintosh, Jesse Scoble.

Mutants & Masterminds, Second Edition, Copyright 2005,

Green Ronin Publishing, LLC; Author Steve Kenson.

DC Adventures Hero’s Handbook, Copyright 2010, Green

Ronin Publishing, LLC; Author Steve Kenson.

Mutants & Masterminds Hero’s Handbook, Copyright

2011, Green Ronin Publishing, LLC; Author Steve Kenson.

Mutants & Masterminds Power Profile: Summoning

Powers, Copyright 2012, Green Ronin Publishing, LLC;

Author Steve Kenson.

MUTANTS & MASTERMINDS POWER PROFILE: SUMMONING POWERS

Design and Writing: Steve Kenson

Editing and Development: Jon Leitheusser

Art Direction and Graphic Design: Hal Mangold

Interior Art: Sean Izaakse

Playtesters: Darren Bulmer, Leon Chang, Jack Norris,

Aaron Sullivan

Publisher: Chris Pramas

Green Ronin Staff: Bill Bodden, Joe Carriker, Will

Hindmarch, Steve Kenson, Jon Leitheusser, Nicole

Lindroos, Hal Mangold, Chris Pramas, Rich Redman,

Evan Sass, Marc Schmalz

Mutants & Masterminds Power Profile: Summoning Powers

is ©2012 Green Ronin Publishing, LLC. All rights reserved.

References to other copyrighted material in no way con-

stitute a challenge to the respective copyright holders of

that material. Mutants & Masterminds, Super-powered by

M&M, Green Ronin, and their associated logos are trade-

marks of Green Ronin Publishing, LLC.

 The following is designated as Product Identity, in ac-

cordance with Section 1(e) of the Open Game License,Version 1.0a: hero points, power points. All characters and

their associated images, descriptions, backgrounds, and

related information are declared Product Identity.

 The following text is Open Gaming Content: all game

system rules and material not previously declared Product

Identity.

Green Ronin Publishing

3815 S. Othello St., Suite 100 #304

Seattle, WA 98118

Email: [email protected]

Web Sites: www.greenronin.com

www.mutantsandmasterminds.com

66 POWER PROFILE: SUMMONING POWERSPOWER PROFILE: SUMMONING POWERS