Maybe add an emission node to the crown material, where you control the strength based on the location. You will have to also use a mix shader.
Edit 1: This is what I meant. Here I have a cube where the emission node is applied and mixed with the gold as per your example. The where the mix-factor is 0 (meaning only take the emission node). You could change this factor throughout the animation to slowly change, e.g. start the factor at 1 (100% gold), then animate through to a value you are happy with e.g. 0.4 (40% gold, 60% emission).
Since emission is very strong and will likely take away any details in your crown maybe only have small parts of your crown (or other objects) able to emit light and the rest staying pure gold. I hope this helps.

Edit 2: You are definitely after volumetric lighting then. Create a Cube around you scene, Add a material to your cube, delete the surface shader and add in a the Principled Volume shader. Reduce the density and now your lights should look like they are impacted by dust or fog in the scene.

NB this is rendered using Cycles with a denoiser in composition, using a density of 0.1 and a 10000W spot light.

The blender file I used is here: 