Difference between revisions of "Summon Phantom"
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− | '''Summon Phantom''' is a | + | '''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 [[:Category:Offensive Intent|Offensive]] [[:Category:Major Treasures|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. | 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 | + | 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. | 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. | ||
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Latest revision as of 21:45, 23 April 2016
Summon Phantom | |
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Type | Major Utility Spell |
Fields | Summon |
Requires | Summon Power |
Cost | Highest Cost W5: 90 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 | |
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Additional Fields |
Travel |
Additional Cost |
Low Cost W5: 30 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 | |
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Additional Fields |
Transform |
Additional Cost |
Normal Cost W5: 40 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 | |
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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 |
Major Treasures | |
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Power | Cannon Shout · Din's Lance · Fell Transformation · Giant's Mask · Powder Keg Supply · Ring of Deuce · Rising Tiger · Vampirism |
Wisdom | Ice Shell · Life · Magic Volley · Nayru's Love · Raise Dead · Summon Phantom · Thunder · Twister · Void Wave · Wizzwarp |
Courage | Bunny Hood · Leap · Magic Cape · Portal Bracers · Possession · Propel · Song of Soaring |
Control | Earth Control · Fire Control · Water Control · Wood Control |
Medallions | Bombos Medallion · Ether Medallion · Quake Medallion |
Set Cost | Cowl of Cold · Dark Affinity · Event Horizon · Frock of Flames · Gear of Gales · Great Flying Machine · Huge Potential · Jewel of Control · Mask Collector |