merlin

Follow the light.
Merlin to Arthur[src]

Light Spells were spells used to conjure, negate, or manipulate sources of illumination. They could be projected across great distances and were a common component in tracking spells.

History

 conjures a light to guide  to safety.

Merlin conjures a light to guide Arthur to safety.

While suffering from Mortaeus Flower poisoning, Merlin conjured a guiding light and projected it to the Caves of Balor, where he used it to lead Arthur to safety (The Poisoned Chalice).

Morgause placed a tracking spell on a ring she gave to Morgana. When Morgana placed it on the ground, the ring began to glow and emitted a column of orange smoke, signaling her location (The Castle of Fyrien).

After Arthur escaped the Fall of Camelot, Morgause and Morgana tricked Gwen into drinking a tracking potion so they could follow her to his hideout. To activate the potion, Morgause incanted a spell that conjured a trail of light where Gwen had been, leading Morgause straight to her location. Its power appeared to fade over time, forcing her to use another spell to reactivate it (The Coming of Arthur).

Merlin conjured a sphere of white light in the palm of his hand while searching the village of Howden. The sphere dissipated when a Dorocha appeared, as the creatures were immune to magic (The Darkest Hour).

 conjures a light in the palm of his hand.

Merlin conjures a light in the palm of his hand.

The Vilia surrounded Merlin and Lancelot with magical lights to protect them from the Dorocha (The Darkest Hour).

After Gwaine was badly beaten by his Saxon captors, the Diamair incanted a spell to hide him by obscuring his surroundings in shadow (Arthur's Bane).

Known Spells

Appearances

Series 1
The Poisoned Chalice
Series 3
The Castle of Fyrien
The Coming of Arthur: Part Two
Series 4
The Darkest Hour: Part One
Series 5
Arthur's Bane: Part Two

Gallery

See Also