Jump
Jump | |
---|---|
Type | Utility Spell |
Fields | Empower, Travel |
Cost | Low Cost W5: 30 rupees |
Jump is a utility spell, which requires concentration of less than a second to cast. The spell's empowering effect causes the user's body (or the body of a touched creature) to become capable of jumping two to three times higher than it would otherwise be able. The spell wears off after a few minutes, but can be recast immediately afterward.
Augment
Glide | |
---|---|
Additional Cost |
Lower Cost W5: 20 rupees |
The user can gain the Double Jump augment simultaneously with the original treasure, or separately at a later time.
While the user is leaping with the effect of Jump, they can abruptly summon more magical energy to jump again in mid-air, but only with strength equal to a normal jump (as opposed to the initial, magically-enhanced jump). This second jump can also be used as a slow glide down to ground, but one which is only effective in a single, unchanging direction. Varying from that direction will result in an alarming drop in speed.
Trivia
- An identical effect can be acquired with the Roc's Feather and its augment, Roc's Cape.
- The Jump treasure canonically appears in the Zelda series, initially in Adventure of Link. More information about the canonical version of this treasure can likely be found on Zelda Wiki.