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Spells of Zelda's Adventure
- Main article: Boomerang
The Boomerang is a Spell that throws a spinning Boomerang projectile. It costs 1 Rupee to use. The Spell can be found in a small area in western Plain of Andor, where it is dropped by a lone Goriya. Despite being based on a Boomerang, the projectile will not return to Zelda once thrown.
Bow & Arrow
- Main article: Bow
The Bow & Arrow Spell shoots an Arrow, and can be used to shoot monsters and moving targets that are out of reach. It costs 1 Rupee to use. The Spell is dropped by a swarm of Loccasins in the Shrine of Air.
The Broadsword Spell shoots flying swords at enemies. It is particularly effective against Iron Knuckles and the Green and Blue Knights in the Shrine of Strength. It costs 2 Rupees to use. The Spell is obtained by Sir Basil in the Plain of Hobel.
The Calm Spell fires a spread of three small whirlwinds in the direction that Zelda is facing, which spread out as they travel. The Spell has the power to calm the elements, and is particularly effective against the Tornado enemies in the Shrine of Air. It costs 1 Rupee to use. The Spell can be purchased from Lothar the keeper of the Mobilin's Head Inn for 100 Rupees.
- Main article: Dagger
The Dagger Spell fires a flying Dagger. The Spell is given by Krebb in the Mobilin's Head Inn after talking to him twice.
The Gold Necklace Spell fires a spread of gold sparkles, which spread out as they travel. It is the only Spell that is capable of defeating Maxus in the Shrine of Fire. It costs 2 Rupees to use. The Spell is received from a Thirsty Child standing by a well in the Shrine of Strength after Zelda draws him water from the well.
The Feather Spell fires a spread of feathers, which spread out as they travel. The Feather once belonged to Aviana, who fears that her own power could be turned against her. As such, it is the only Spell that is capable of defeating her. It costs 2 Rupees to use. The Spell is given to Zelda by Waldensop in the Forest of Torian as a token of his affection.
The Firestorm Spell shoots flames around Zelda in the four cardinal directions. It costs 1 Rupee to use. The Spell is obtained from the Beggar outside of the Mobilin's Head Inn, who begs for Rupees so she can feed her children. She gives Zelda the Spell once she gives her 5 Rupees.
The Hammer Spell throws a spinning mallet. It is a particularly powerful Spell that can inflict a lot of damage on most enemies. It costs 2 Rupees to use. The Spell is dropped by Warbane after Zelda encounters him the first time in the Shrine of Fire.
The Jade Ring Spell fires a large, green triangular bolt of magic that damages enemies. It is particularly effective against the Sardaks in the Shrine of Earth. It costs 3 Rupees to use. The Spell is received from a Talking Treasure Chest in the Shrine of Earth.
The Joust Spell fires a flying jousting lance. It is the only Spell capable of defeating the Red Knight in the Shrine of Strength. It costs 3 Rupees to use. The Spell is obtained from a Goblin in the Forest of Canvula as a token of welcome.
The Noise Spell fires a sound wave projectile. It is very effective against creatures that are sensitive to sound, making it the only Spell capable of damaging Pols Voice. It costs 1 Rupee to use. The Spell is received from a woman in the village east of the Forest of Torian.
Rings of Fire
The Short Axe Spell throws a spinning axe. It costs 2 Rupees to use. The Spell is obtained by purchasing a Bone from the general shop in upper street of Great Wimbich, and giving it to a dog outside.
The Turquoise Ring Spell fires a spread of blue sparkles, which spread out as they travel. It is a costly yet strong Spell that is capable of defeating the Kelpies of the Shrine of Water. It costs 26 Rupees to use. It is sold by Madame Kriggle in her magic shop in Great Wimbich for 20 Rupees.
- "Zelda uses a magic wand to defeat her enemies. When she buys or receives a weapon, she is actually getting a spell for her wand. These "weapons" have different effects: some just shoot outwards, some shoot in more than one direction and some may not move at all, but as a protective barrier for Zelda." (Zelda's Adventure manual, pg. 5)
- "As magical instruments, weapons need energy. It is common knowledge in Tolemac that rupees contain magical energy, hence their value as currency. A certain number of rupees is required to use each weapon; weak weapons require very few rupees, while more powerful weapons require more." (Zelda's Adventure manual, pg. 5)