Spells

are operations of magical powers that can be triggered either inherently or by Incantation Orbs.

Inherent Spells
A spell can have a variety of different effects based entirely on what kind of spell it is, what type of spell it is, and the overall strength and magic power of the person casting the spell.

Elemental

 * By performing a hand sign and tracing a rectangle through the air with her fingers, the caster is able to instantaneously freeze their opponent. The target is rendered immobile while frozen.
 * A formidable spell where four elements (specifically; water, earth, fire and air) are summoned and fused into a single, devastating energy attack that is fired at the enemy. The attack creates a large explosion upon impact.
 * A spell that allows the caster to attack the opponent with a great fireball.
 * A spell that creates clothes made of water. By refracting the light in the water, the caster is able to hide the most "important" parts.
 * A spell that allows the caster to call many dragons made of water.
 * A spell that allows the caster to attack the opponent with a powerful blast of fire.
 * A spell where the caster fires a disintegration beam, incinerating everything in the line of fire.
 * A spell with which the caster creates a vortex of wind with an incredible destructive power, sucking their objectives towards its center.

Negation

 * By placing their hands over a spell, the caster is able to completely erase it from existence. However, if the particularity of the magic is being sufficiently powerful, it may be difficult to erase completely, instead being temporarily suspended.
 * A technique that allows the caster to cancel any magic that has been cast on an individual. Merlin was shown to cancel the effects of one of her own magical items.
 * A spell that denies entry to anyone but the caster. Originating from the demon world, the spell surrounds a specified area and reflects all attacks, whether strong or weak, back at the opponent.

Utility

 * The caster traces their hand through the air in a distinct circular motion, changing the trajectory of an attack.
 * A spell that allows the caster to amplify the magic of their allies, making their attacks considerably more powerful.
 * High-level teleportation magic that allows the caster to appear and disappear at precise locations and teleport groups of people instantaneously. The spell effect radius of Merlin's teleportation is several miles wide, and her teleportation magic was shown to be much faster than that of the Liones Kingdom's greatest magician.
 * A subsidiary teleportation technique that allows the caster to summon various objects, such as clothes and weapons, to themselves and their allies.

Enchantments

 * A mysterious ability that can be used to enchant a weapon and allows the caster to generate black flames. The fire also has the additional effect of nullifying an immortal's regeneration.
 * The damage received by the caster from fire-attribute attacks is greatly reduced.
 * The damage received by the caster from wind-attribute attacks is greatly reduced.
 * A protective barrier is formed around the caster, capable of fending off physical attacks.

Curses

 * A spell with which the caster creates a contract between two beings to control one of them. By placing a ring on the hand of the victim, this is subject to the spell that causes excruciating pain in their body every time they try to use magic against the other person or the other person saying the incantation "Remada". Each time the spell is used, the person affected will be covered by brands that are becoming larger and once these brands cover their entire body, the affected person will die. The victim is unable to ever remove the ring.

Incantation Orb
In the case of Incantation Orbs, a different spell is activated by different orbs that are characterized by distinctive symbols representing the spells.

Eternal Seal Spell
, as its name suggests, is a spell that is used for purposes related to the trapping and sealing of very powerful individuals.

The Eternal Seal Spell is a trapping and sealing spell that has enough strength to contain ten Tyrant Dragons, each of whom had the strength to level an entire town singlehandedly. In the Baste Dungeon, the spell was set and designed to be a last-resort move, in case the Weird Fangs could not stop the Seven Deadly Sins from entering the dungeon. Even still, the spell was easily destroyed by Ban and Meliodas' greeting, and mere arm wrestling.

Hyper Recovery Spell
is a spell that heals and cures injuries of a group of people within a certain range, at a extremely fast rate.

The Hyper Recovery Spell is a healing spell that is capable of regenerating lost limbs, as well as curing minor injuries, of numerous organisms within a small range where the Incantation Orb is triggered. It is also capable of dispelling lethal powers, such as Acid. As the name suggests, the regeneration and healing process is not only super effective but also super quick and efficient.

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