Magic of The Adventure of Link

Below is a list of all the spells Link can learn in The Adventure of Link. In most cases, the effect of the spell will wear off as soon as Link leaves to another room or the scenery changes. Link will learn these 8 spells from wizards in different towns, typically as a reward for a specific task.

Shield Spell
The Shield Spell is an extremely useful spell that creates a magical shield around Link, reducing the damage he takes by half. Link's tunic turns red to show that it is in effect, and it wears off as soon as Link leaves a room and the scene changes. It is the first spell Link should learn, and can be found in an Old Man's house in the town of Rauru.

Jump Spell
The Jump Spell makes Link jump twice as high than before, allowing access to areas that would be otherwise unreachable. He can learn it by claiming the stolen trophy in the Tantari Desert and taking it to a woman in the Town of Ruto. This spell is required to get to Midoro Palace, and will surely help the young hero get to other places as well. The spell also increases the width span of Link's jumps, which assists in jumping over deadly pits.

Life Spell
The Life Spell recovers some of Link's life energy, and it is one of the spells that uses the most magic power. By finding a mirror under a table in a house in the Water Town of Saria, Link can then take it to the woman who lost said mirror. In return, the woman allows him into her house to meet the Old Man who teaches him this spell. While the Life Spell only recovers approximately three squares of life energy, it will surely save Link's life many times.

Fairy Spell
The Fairy Spell is a strange spell that temporarily turns Link into a Fairy. While Link can't attack enemies in his fairy form and leaves him defenseless to enemy attacks, he'll have some great advantages in it. The ability to fly will help Link get into high places and cross dangerous pits of water or lava, and the small size of a fairy will enable him to get through small holes. When he activates the spell in a palace, he can fly through the keyholes of locked doors.

In order to obtain this spell, Link must find the Water of Life in a swamp cave to the west of Midoro Palace and bring it to an Old Woman in the Harbor Town of Mido. It is required to enter the Island Palace.

Fire Spell
The Fire Spell is useful when it comes to defeating tough enemies such as Tektites. It allows Link to shoot fireballs out of his sword from a distance. The young hero can obtain this powerful spell by taking water from a nearby fountain to a woman who is thirsty in Nabooru Town. As a reward, she lets him in his house to meet the Old Man in the basement.

Reflect Spell
The Reflect Spell increases the strength of Link's shield. As its name suggests, it is used to reflect spells with the shield, and also allows the shield to block several otherwise-unblockable attacks such as fireballs, axes, and clubs. Link learns this spell from an old man in Mountain Town of Darunia, after retrieving a lost child from Maze Island.

Spell Spell
The Spell Spell is one of the most enigmatic spells learned in The Adventure of Link. It is learned near the end of the game in the Hidden Town of Kasuto, and seems to have only one plot-related use, which is to open up another building at the edge of the same town. The other use of it is to turn several enemies into bots. Link learns this spell from an Old Man in the Hidden Town of Kasuto.

Thunder Spell
The Thunder Spell is one of the most important spells in the game. It is the only way to cause Thunderbird's face to appear, which is its weak spot. The Thunder Spell is also a very powerful spell in general, as it destroys all non-boss monsters on the screen. The only drawback is that it is an extremely expensive spell to cast. Link learns this spell from the old man in the Old Town of Kasuto only after the young hero has increased his Magic Meter to the highest possible level by finding the four hidden magic containers.

Spell Costs
Below is the cost of each spell according to each experience level. Note that one block of the Magic bar is equivalent to 16 points.