Summon Phantom

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Summon Phantom
Type Major Utility Spell
Fields Summon
Requires Summon Power
Cost Highest Cost

W5: 90 rupees
W4: 110 rupees
W3: 130 rupees
W2: 150 rupees
W1: 170 rupees

Summon Phantom is a powerful summoning spell, which can be cast by concentrating for about one second. Upon casting, an gray-armored Phantom appears within arm's reach of the caster, who will fulfill all of the user's commands to the best of its ability. It is identical to normal Phantoms in all respects. As such, it can run at a speed up to a Hylian's jogging speed, and is capable of devastating physical attacks with the blade it wields. It is invulnerable to normal attacks, but can be damaged by being struck in the back by a treasure, and can be normally damaged by any force equivalent to an Offensive Major treasure.

If the caster has a weapon enchantment, such as a Fire Enchantment or Shadow Enchantment, he can cast it on the Phantom's weapon as the Phantom is summoned.

The Phantom will remain until it dies, or the caster dismisses it, at which point it will immediately vanish. A Phantom can persist up to an hour's time, after which it will dismiss itself. Once a Phantom vanishes for any reason, the caster cannot summon another one to replace its specific slot for at least 24 hours. This does not prevent the caster from summoning creatures which are not Phantoms.

The number of summon levels you have represents how many summoned creatures you can simultaneously maintain. A summoned Phantom, due to its power, occupies two summon levels, until it dies or is dismissed. In this way, the Phantom "fills" two of your summon levels. You normally only have one summon level, but can gain more through the Summon Power treasure, which is required to be able to summon a Phantom. While two of your summon levels are filled by the Phantom, you cannot summon any more creatures with those two levels, until the Phantom vanishes.

This is a Major treasure. A character who has never gained a Major treasure may gain this treasure normally. Otherwise, the character must first acquire Major Gain specifically to gain this treasure.

Augments

Returning Phantom
Additional
Fields
Travel
Additional
Cost
Low Cost

W5: 30 rupees
W4: 35 rupees
W3: 40 rupees
W2: 45 rupees
W1: 50 rupees

The user can gain the Returning Phantom or Wrecking Phantom augment simultaneously with the original treasure for an additional cost, or as a separate treasure at a later time.

A caster with the Returning Phantom augment can summon a Phantom with golden-colored armor. At will, the caster can teleport this Phantom to his side. The Phantom otherwise functions as normal.

Wrecker Phantom
Additional
Fields
Transform
Additional
Cost
Normal Cost

W5: 40 rupees
W4: 50 rupees
W3: 60 rupees
W2: 70 rupees
W1: 80 rupees

A caster with the Wrecker Phantom augment can summon a Phantom which is a bit wider-set than normal. This Phantom is capable of transforming quickly into a large sphere of metal, which can roll at higher speeds--equivalent to a Hylian's sprinting speed-- for destructive purposes. The surface of the sphere is as indestructible as the Phantom's normal armor. While in this spherical form, however, the Phantom has difficulty turning, and even greater difficulty stopping.

A caster with both augments can summon a "Returning Wrecker Phantom" which possesses both augments.

Trivia

The Summon Phantom treasure does not appear verbatim within the official Zelda series. However, it can be interpreted to exist from context, initially so in Phantom Hourglass.


Spells aided by Summon Power
Summons Chilfos · ChuChu · Floormaster · Keese · Leaf Puppet · Like-Like · Mini-Gohdans · Phantom · Pesto · Raise Dead · Spark · Stalfos · Weapon
Related Expel Glass · Nayru's Wisdom · Summoning Songs