Merlin is one of the most powerful magicians in the realm with a plethora of magic spells literally at his fingertips. He can blast adversaries with a fiery ball of molten lava, trap them in an arcane black hole, or electrify them with arcing bolts. And with his mastery of the inscrutable arts, the wizard can mix and match these enchantments in bewildering combinations.
Unlike the other heroes who have standard attacks (light, heavy, etc...), Merlin's style of combat is different. It is similar to that of the game Magicka in that he must conjure elements to ready spells that he uses to attack and defend with. Once a spell has been readied it can be cast as many times as desired or replaced with a new one. Some spells are restricted to cooldown timers, though despite being uncastable for a short time they will still remain readied. Unlocking a few spell masteries can help mitigate the cooldown period on three of those spells.
Merlin's more or less coherent notes on magical matters. It contains the most important of his scribblings, while the rest of them have been confiscated and archived in the vaults of the Crystal Tower.
This strange translucent spherical object once belonged to Endritch, the channeler. In an attempt to attain immortality, Endritch trapped herself inside the sphere in near-eternal stasis, where she supposedly still remains.