Spells

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

Inherent Spells
These spells mostly have different effects according of the person casting them.

Elemental

 * 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 where the caster fires a disintegration beam, incinerating everything in the line of fire.
 * A spell with which the caster throws a lightning bolt at the enemy causing a great impact on his body.
 * A spell that allows the caster to attack the opponent with a powerful blast of fire.
 * A spell that allows the caster to attack the opponent with a great fireball.
 * A spell with which the caster creates a vortex of wind with an incredible destructive power, sucking their objectives towards its center.
 * A spell where the user catches their opponent inside a miniature twister.
 * 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 spell with which the caster traps their targets inside huge pillars of ice.
 * A spell which launches a rain of ice shards over the opponent.
 * A spell that allows the caster to call many dragons made of water.
 * 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.

Negation

 * Dark Curses Immunity: This negation spell grants immunity to any type of dark curses, including even the Demon King's Commandments. It was used on Merlin and all the Four Archangels.
 * Manipulation Immunity: This negation spell grants immunity to the possession and brainwashing powers, including those of the Goddess Clan. It was used on Merlin and the Ten Commandments.
 * 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 typically uses it to cancel the effects of magical items in her own collection.
 * 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.
 * A spell that seals away the magic of the objetive.
 * A barrier that nullifies any fire-based attack.
 * A barrier that nullifies any ice-based attack.
 * A large barrier that nullifies any elemental attack.

Utility

 * 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.
 * The caster traces their hand through the air in a distinct circular motion, changing the trajectory of an attack.

Enchantments

 * Generates black flames. The fire can nullify 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.
 * Channels an unlimited amount of magical power over a spell, making it to grow and empowering exponentially.

Curses

 * A curse that revives the victim without fail regardless of the means of death, including suicide or getting killed, no matter how many times they die. It additionally prevents the victim from dying of old age. In exchange for the infinite number of revivals, the victim's emotions are slowly drained into the Purgatory. The only way to dispel the curse is to get a power superior or equal to the King himself or the Supreme Deity. The only known victim of the curse is Meliodas who was cursed by the Supreme Deity.
 * A durable curse that causes the victim to reincarnate when they die and forget  everything they did in their past lives. If the victim is given enough information regarding their true identity, their original race's traits and fragments of their memories will slowly come back. Once all their memories are restored, the victim will unavoidably die in three days in some way. If used on a Goddess, it causes them to reincarnate as a Druid who retains some latent form of his original power. The only way to dispel the curse is to get a power superior or equal to the King himself or the Supreme Deity. The only known victim is the Goddess Elizabeth who was cursed by the Demon King.
 * 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 his " oath keeper" or is the "keeper" says 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. The only known victim is Vivian who was cursed by Merlin, and her "oath keeper" was Gilthunder.

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
is a spell that is used for purposes related to the trapping and sealing of very powerful individuals. It 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's greeting and mere arm wrestling, without any of the Sins even being aware that such spell was activated.

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 and very efficient. This include regenerating lost limbs and 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.

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