Merlin' is the hero, titular character and the protagonist of the BBC series, simply called Merlin. The series is centered on him and his heroic journey. He is a young warlock, the last Dragonlord in existence, the only son of Hunith and Balinor, Gaius's ward and apprentice, and the best friend and manservant of the late King Arthur Pendragon. Merlin is also a creature of the Old Religion. Having left his childhood in Ealdor for Camelot, Merlin became the manservant of the Prince of Camelot, Arthur Pendragon, with whom he eventually became extremely close friends with. From then on, acting on the prophecy of the Great Dragon, Kilgharrah, Merlin began his duty to protect and guide Arthur on his way to the throne while one day becoming king of Camelot and unite the lands of Albion while keeping his magic a secret. Merlin is destined to become the greatest and most powerful sorcerer to ever live, and to use his powers to free the magical people and revive the Old Religion to coexist with the New Religion. He is also destined to stand at Arthur's side as an advisor and partner, as he reunites all the kingdoms of the land back into Albion, calling forth an era of peace and prosperity.
Powers and Stats
Tier: 10-B physically, 9-B to 9-A with Telekinesis and Energy Blasts, 8-C with Lightning Strikes. 7-C if scaled to Kilgharrah. Possibly higher.
Name: Merlin, Emrys (by the Druids) or Dragoon the Great (in Disguise)
Origin: Merlin: BBC Series
Age: 17 to 27, Hundrets of years at the end of the show
Classification: Half-Human and Half-Magical Creature of The Old Religion, Sorcerer/Warlock, Magic Itself, The Last Dragonlord
Powers and Abilities: Superhuman Physical Characteristics, Immortality (Types 1, and either 2 or 3; since he always gets back up), Expert Swordsman, Expert Marksman, Skilled Physician and Alchemist, Enhanced Senses (Could sense powerful magic, such as the Mage Stone and the Cup of Life), Healing (Could cure Morgana from her cranium wound, negated the effects of several poisons and could heal normal wounds), Regeneration (Mid-Low, comparable to Morgana), Time Manipulation, Telekinesis, Energy Projection (Can throw blasts of raw magical power, through the use of Sophia's Sidhe staff), Magic Shields, Telepathy, Death Manipulation, Necromancy, Elemental Manipulation, Fire Manipulation, Air Manipulation, Weather Manipulation, Transmutation, Summoning, Shapeshifting (Transformed briefly into an old woman as Disguise), Animal Manipulation (Can command and bend any dragon, wyvern to his will and also commanded a snake once), Age Manipulation (Used this spell several times, to turn into an 80-year-old man), Extremely high magic resistance, Precognition (With the Crystal of Neahtid and the crystals in the Crystal Cave), Lightning Strikes
Attack Potency: Human level physically, Wall level to Small Building level with Telekinesis and Energy Blasts, Building level with Lightning Strikes . Town level (Should be comparable or stronger than Kilgharrah), possibly higher (It has been stated that he could tear mountains apart if he wanted to, but the size of those mountains is unknown, as is the nature of the destruction)
Speed: At least Subsonic reactions (Can deflect arrows), possibly higher via Time Manipulation
Lifting Strength: Athletic Human (Can carry Arthur (in full armor) from the battle ground), Superhuman with Telekinesis
Striking Strength: Human Class physically, Wall Class to Small Building Class with Telekinesis (Physical trauma of a stunning spell instantly kills a normal human, should at least be comparable to Morganas Telekinesis)
Range: Several meters with Telekinesis, Several dozen meters with Sidhe Staff and Lightning Strikes, Countrywide with Telepathy (When in the Crystal Cave)
Standard Equipment: Sidhe Staff (Used the staff as a weapon, casting bolts of deadly magic), White Staff, Occasionally Excalibur (Forged in a Dragons Breath it has the power to slay anything, mortal or magical, living or dead)
Intelligence: The most powerful sorcerer or warlock to ever walk the earth. Highly intelligent and competent. Can learn magic at an incredibly fast rate, learning in less than one year enough to take out numerous opponents with many more decades of learning than him. For most magic needs to be studied and perfected for many years, but Merlin's magic developed from birth with no training, Merlin is both highly admired and respected by the magical people (such as the Druids) and is both envied and feared by his enemies (such as Morgana). He can cast spells without chants, has experience in fighting magical creatures, deities, dragons and undeads, is a highly skilled swordsman able to take on Morgana and Morgause's immortal army, managing to kill several of them whilst wielding Excalibur (He is the one that created it with the help of Kilgharrah). He has some knowledge in medicine and potion making, is extremely talented at keeping secrets, being able to hide his magical abilities from everyone for years in Camelot excluding Gaius and Lancelot, because magic is considered evil.
Weaknesses: As confirmed by Balinor, creatures born with magic, like Merlin and Morgana cannot die, unless they are stabbed through the heart by a sword forged in a dragons breath (like Excalibur). It is the only weapon that can permanently kill them.
- Stunning Spell: The power of this telekinetic blasts is capable of incapacitating, wounding, or even killing enemies on impact, even without the presence of obstacles that would be used to increase blunt force trauma. His telekinesis can also have a wide range like a wave, hitting as many as seven men simultaneously, once killing six opponents directly and momentarily stunning another.
- Lightning Spell: Merlin is able to call down lightning bolts powerful enough to tear through large sections of Morgana's army at once.
- Time Magic: Can slow down objects or, under certain circumstances, time itself.
- Whirlwind Spell: Can conjure a cyclone of wind.
- Dragonlord Magic: Can influence dragons and wyverns by speaking in the language shared by their souls. Merlin is furthermore able to summon Kilgharrah over long distances.
- Fire Spells: Can magically conjure flames, control fire or make a flame grow. Capable of heating enemies weapons so they can no longer hold them, throwing a wave of fire and causing explosions.