Jump Spell

From Zelda Dungeon Wiki
Jump to navigation Jump to search
Want an adless experience? Log in or Create an account.
Jump Spell
Jump Spell.png
Official artwork




48 MP, reduces with level-ups, see § Spell Cost


Jumping twice as high and twice as far




The Jump Spell is one of the eight spells in The Adventure of Link.

The Adventure of Link

The Jump Spell allows Link to jump twice as high and far as normal. It is required to pass through the cave that leads to southwestern Hyrule where Midoro Palace and Death Mountain are located. The spell will prove essential in other areas that are normally out of reach including otherwise impossible jumps in palaces and to reach the trainers who bestow the Downward Thrust and Jump Thrust techniques.

Obtaining the Spell

While passing through the Town of Ruto, Link is told that a Goriya has stolen the town's Trophy. To reacquire it, Link must travel east to a cave in the Tantari Desert and defeat the Octoroks, Ache, and a Goriya found inside. Upon returning to Ruto with the Trophy in hand, the young woman will allow Link to see the Wise Man who rewards him with the spell.

Spell Cost

Link's Magic Level determines how much the spell costs.

Magic Level Spell Cost Magic Container Cost
1 48 3
2 40 2.5
3 32 2
4 32 2
5 20 1.25
6 16 1
7 12 .75
8 8 .5