Magic of The Adventure of Link

Magic, also known as Spells, are abilities in. In most cases, the effect of the magic will wear off as soon as Link leaves to another room or the scenery changes. Each Magic Container holds 16 Magic Points, and each magic uses a different amount of Magic Points. Link will learn these eight magical powers from old men in different towns, typically as a reward for a specific task.

Shield
The Shield magic is an ability that increases Link's defensive abilities, reducing the damage he takes by half.

Jump
The Jump magic makes Link jump twice as high as 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 magic is required to get to Midoro Palace, and will surely help the young hero get to other places as well. The magic also increases the width span of Link's jumps, which assists in jumping over deadly pits.

Life
The Life magic recovers some of Link's life energy, and it is one of the magic that uses the most Magic Points.

Fairy
The Fairy magic is a unique ability that temporarily turns Link into a Fairy, allowing him to fly will and get into high places, cross dangerous pits of water or lava, and get through small holes.

Fire
The Fire allows Link to shoot fireballs out of his Sword from a distance.

Reflect
The Reflect magic increases the strength of Link's shield.

Spell
The Spell is used to open up a building at the edge of TAoL: and turn several enemies into Bots.

Thunder
The Thunder magic is used to cause Thunderbird's face to appear, which is its weak spot.

Magic Points
Below is the cost of each magic according to each Experience level. Note that one Magic Container (a single block on Link's Magic Meter) is equivalent to 16 Magic Points.