Morgan le Fay — Enchantress and Rival of Arthur

Morgan le Fay is King Arthur’s half-sister, a powerful enchantress and the wife of King Uriens. She has her own plans for Camelot. In one of her boldest plots, she gives the real Excalibur to her lover Sir Accolon and arranges for him to fight Arthur, who has been given a false sword.

Morgan le Fay as painted by Frederick Sandys
Frederick Sandys, Morgan le Fay (1864), public domain — image and source.

At a Glance

Identity
Arthur’s half-sister; skilled enchantress
Household
Wife of King Uriens, mother of Ywain
Close ally
Sir Accolon, her lover and champion
Opposition
King Arthur, when she schemes for his throne
What she wants
To place Accolon on the throne
Tools
Enchantments, messengers and court alliances
Legend
Arthurian romances; roles vary by tale
Campaign role
Powerful mortal or fey-touched spellcaster

Morgan is Arthur’s enemy in some tales and a healer in others. In Malory, she helps carry the wounded king to Avalon. Her sister Morgause, not Morgan, is Mordred’s mother in that account. These are distinct characters.

She is the daughter of Arthur’s mother, the Lady Igraine, and her first husband, Gorlois, Duke of Cornwall; Arthur is her half brother by Igraine and Uther Pendragon.

Morgan has two older sisters, Elaine and Morgause, the latter of whom is the mother of Gawain. She is married, unhappily, to King Urien of Gore and Yvain (Ywain), the Knight of the Lion is her son. Though she becomes an adversary of the Round Table when Guinevere discovers her adultery with one of her husband’s knights, she eventually reconciles with her brother, and even serves as one of the four enchantresses who carry the king to Avalon after his final battle at Camlann. 

The youngest of Gorlois and Igraine’s daughters, she is sent away when Uther Pendragon kills her father and marries her mother. There she begins her study of magic, but is interrupted when Uther betroths her to his ally Urien. Unhappy with her husband, she takes a string of lovers until she is caught by a young Guinevere, who expels her from court in disgust.

Morgan continues her magical studies under Merlin, all the while plotting against Guinevere. She uses her skills to foil Arthur’s knights, especially Lancelot, whom she alternately tries to seduce and to expose as Guinevere’s adulterous lover. She delivers to Arthur’s court a magic drinking horn from which no unfaithful lady can drink without spilling, hoping to reveal the infidelity.

Through magic and mortal means, she tries to arrange Arthur’s downfall, most famously when she arranges for her lover Accolon to obtain the sword Excalibur and use it against Arthur in single combat. Failing in this, Morgan throws Excalibur’s protective scabbard into a lake. At the end of Sir Gawain and the Green Knight, it is revealed that the entire supernatural episode has been instigated by Morgan as a test for Arthur and his knights, and to frighten Guinevere.

The Green Knight and the Sea

In Sir Gawain and the Green Knight, Morgan is the elderly guest at Lord Bertilak’s castle. The Green Knight later explains that she arranged his challenge to test the Round Table and frighten Guinevere. She is powerful even when she never appears in the centre of the action.

Italian folklore also linked Morgan to strange sights above the Strait of Messina. Ships, towers and castles seem to hover in the air when layers of warm and cold air bend the light. The mirage is known as a Fata Morgana, after the enchantress. Some tales turn the illusion into a palace no sailor can reach.

Sources: Sir Gawain and the Green Knight, University of Toronto; The Fata Morgana mirage and its legend.

What Is Morgan Doing Now?

Morgan has sent the real Excalibur and its sheath to Sir Accolon. A second messenger carries a false sword to Arthur. She expects the two men to fight without recognising each other. She plans to claim the throne for Accolon when Arthur is dead, but she must first keep the king from learning who arranged the duel.

Encounters and Choices

The Dwarf and the Sword

A dwarf carrying a sealed message from Morgan stops at the manor where Accolon is staying. His bundle contains the true sword’s sheath. If the characters follow him, they can find Accolon before the duel; if they expose him at court, Morgan may deny sending him.

The Drinking Horn

A costly drinking horn arrives at Guinevere’s feast. Wine spills when an unfaithful guest tries to drink. Some courtiers call it a test of honesty; others see a trap designed to humiliate the queen. Morgan’s servant wants the horn presented before anyone can examine its enchantment.

The Old Guest at Hautdesert

At Lord Bertilak’s castle, an elderly woman watches Gawain’s welcome without joining the conversation. The household treats her with great respect. A character who recognises Morgan may learn why the Green Knight has challenged Arthur’s court—and find that she already knows who sent them.

Game Statistics

Each edition gives Morgan spells to deceive a court, protect her secrets and escape when a plan fails. She is dangerous because of what she knows and whom she can influence, as well as the magic she can cast.

Morgan le Fay — D&D 2024

Medium Humanoid (Human), Neutral; legendary enchantress

AC 15 (enchanted clothing); Initiative +2 (12); HP 120 (16d8 + 48); Speed 30 ft.; CR 13 (10,000 XP, PB +5).

STR9 (−1)
DEX14 (+2)
CON16 (+3)
INT16 (+3)
WIS14 (+2)
CHA20 (+5)

Saving Throws Con +8, Int +8, Wis +7, Cha +10; Skills Arcana +8, Deception +15, Insight +7, Persuasion +10; Senses Passive Perception 12; Languages Common, Sylvan and the court tongues of Britain.

Traits

Veiled Intent. Morgan has Advantage on Deception checks while speaking to a creature that has not seen her cast a spell.

Actions

Mind’s Needle. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (6d8) Psychic damage.

Spellcasting. Morgan’s spellcasting ability is Charisma (spell save DC 18; +10 to hit with spell attacks). She needs no material components for the following spells unless a component has a listed cost: At will — Mage Hand, Message, Minor Illusion; 3/day each — Disguise Self, Invisibility, Suggestion; 2/day each — Counterspell, Dispel Magic; 1/day each — Dominate Person, Mass Suggestion, Power Word Stun. Spells with longer casting times still take that time.

Bonus Action

Faerie Wings (3/Day). Morgan gains a Fly Speed of 30 feet until the start of her next turn. The wings are visible and can be dispelled as a magical effect.

Reaction

Twist the Moment (3/Day). When Morgan is hit by an attack she can see, she adds 4 to her AC against that attack, potentially causing it to miss.

At the table. Morgan seeks an advantage through disguise, bargains and enchantment before risking a direct fight. She is more dangerous with time to prepare or escape than in a straight duel.

Morgan le Fay — D&D 5e / 2014

Medium Humanoid (Human), Neutral; 16th-level sorcerer adaptation

AC 15 (bracers of defense, ring of protection); HP 88 (16d6 + 32); Speed 30 ft.; CR 13 (10,000 XP; PB +5).

STR9 (−1)
DEX14 (+2)
CON14 (+2)
INT14 (+2)
WIS14 (+2)
CHA18 (+4)

Saving Throws Str +0, Dex +3, Con +8, Int +3, Wis +3, Cha +10; Skills Arcana +7, Deception +9, History +7, Insight +7; Senses Passive Perception 12; Languages Common, Sylvan and old court tongues.

Traits

Faerie Wings. As a bonus action, Morgan grows wings that give her a flying speed of 30 feet; she may dismiss them as a bonus action.

Sorcery Points (16/Long Rest). Morgan can use the 2014 Sorcerer class rules for flexible spellcasting and the Extended, Quickened and Subtle Spell Metamagic options.

Powerful Healing. When Morgan heals herself or an ally within 5 feet using a spell, she may spend 1 sorcery point to reroll its healing dice once, keeping the new result.

Actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) Piercing damage.

Spellcasting. Morgan is a 16th-level spellcaster using Charisma (spell save DC 17, spell attack +9). Her spells include: Cantrips — Fire Bolt, Light, Mending, Minor Illusion, Sacred Flame; 1st (4 slots) — Charm Person, Command, Cure Wounds, Sleep; 2nd (3) — Invisibility, Suggestion; 3rd (3) — Bestow Curse; 4th (3) — Confusion, Dominate Beast; 5th (2) — Dominate Person, Geas, Hold Monster; 6th (1) — Mass Suggestion; 7th (1) — Regenerate; 8th (1) — Power Word Stun. Her special access to healing and divine spells follows the earlier campaign version, not the standard Sorcerer list.

The older EN World mythological-figures adaptation inspired this legacy interpretation. Keep the source distinct from the original campaign additions.

Morgan le Fay — Pathfinder 1e

Morgan le Fay CR 15 (custom campaign NPC)
XP 51,200
Female human sorcerer 16 (fey bloodline)
N Medium humanoid (human)
Init +6; Senses Perception +1

Defense

AC 18, touch 14, flat-footed 16 (+4 armor, +2 Dex, +2 deflection)
hp 88 (16d6+32)
Fort +7, Ref +7, Will +11

Offense

Speed 30 ft.
Melee +1 dagger +9/+4 (1d4+1/19–20)
Ranged hand crossbow +10/+5 (1d4/19–20)
Space 5 ft.; Reach 5 ft.

Bloodline spell-like abilities (CL 16th; concentration +24): laughing touch 11/day (melee touch; target can take only a move action for 1 round and is then immune to this power for 24 hours), fleeting glance 16 rounds/day (functions as greater invisibility). Other bloodline powers: woodland stride, fey magic (reroll a caster level check to overcome spell resistance; second result stands).

Sorcerer Spells Known

CL 16th; concentration +24. Save DC 18 + spell level, 20 + spell level for enchantments with Spell Focus and Greater Spell Focus, or 22 + spell level for compulsions with fey bloodline arcana. Spell uses per day shown below include Charisma bonus slots; 0-level spells are at will.

7th (4/day) — greater teleport, project image; bloodline: phase door.
6th (6/day) — mass suggestion (DC 28), greater dispel magic, veil; bloodline: mislead.
5th (7/day) — dominate person (DC 27), hold monster, mind fog, teleport; bloodline: tree stride.
4th (8/day) — confusion (DC 26), greater invisibility, dimension door, scrying; bloodline: poison.
3rd (8/day) — suggestion (DC 25), dispel magic, major image, fly; bloodline: deep slumber.
2nd (8/day) — invisibility, glitterdust, mirror image, detect thoughts, false life; bloodline: hideous laughter.
1st (8/day) — charm person (DC 21), disguise self, mage armor, magic missile, shield; bloodline: entangle.
0 (at will) — detect magic, read magic, mage hand, message, prestidigitation, ghost sound, dancing lights, light, arcane mark.

Tactics

Before Combat Morgan assumes a false identity and sets an escape route. During Combat she uses enchantments to divide attackers, keeps distance and becomes invisible rather than trading weapon blows. Morale she withdraws if her Excalibur plot or identity is exposed.

Statistics

Str 10, Dex 14, Con 14, Int 16, Wis 12, Cha 26
Base Atk +8; CMB +8; CMD 20
Feats Combat Casting, Empower Spell, Eschew Materials (bonus), Extend Spell, Greater Spell Focus (enchantment), Greater Spell Penetration, Improved Initiative, Quicken Spell, Spell Focus (enchantment), Spell Penetration; fey bloodline bonus feats: Dodge and Skill Focus (Knowledge [nature]).
Skills Bluff +27, Knowledge (arcana) +22, Spellcraft +22, Use Magic Device +27; Languages Common, Sylvan and court languages
Gear bracers of armor +4, ring of protection +2, +1 dagger, hand crossbow, court robes.

Special Abilities

Fey bloodline. Morgan’s compulsions gain an additional +2 to their save DC; woodland stride, fleeting glance, laughing touch and fey magic follow the Pathfinder 1e fey sorcerer rules. Morgan uses these sorcerer abilities to mislead enemies and control a court; her spells are original campaign selections.

Morgan le Fay — D&D 3.5e

Morgan le Fay CR 16 (original campaign adaptation)
Female human sorcerer 16; N Medium humanoid (human)
Init +6; Senses Listen +1, Spot +1

Defense

AC 18, touch 14, flat-footed 16 (+4 armor, +2 Dex, +2 deflection)
hp 72 (16d4+32); Fort +7, Ref +7, Will +11

Offense

Speed 30 ft.
Melee +1 dagger +9/+4 (1d4+1/19–20)
Ranged hand crossbow +10/+5 (1d4/19–20)
Space 5 ft.; Reach 5 ft.

Sorcerer Spells Known

CL 16th; concentration +21; save DC 18 + spell level or 20 + spell level for enchantments (Spell Focus and Greater Spell Focus). Charisma bonus spell slots are included; sorcerers cast spontaneously.

8th (4/day) — mind blank.
7th (6/day) — greater teleport, project image.
6th (7/day) — mass suggestion, greater dispel magic, veil.
5th (7/day) — dominate person, hold monster, mind fog, teleport.
4th (8/day) — confusion, greater invisibility, dimension door, scrying.
3rd (8/day) — suggestion, dispel magic, major image, fly.
2nd (8/day) — invisibility, mirror image, detect thoughts, hideous laughter, glitterdust.
1st (8/day) — charm person, disguise self, shield, mage armor, magic missile.
0 (6/day) — detect magic, read magic, mage hand, message, prestidigitation, ghost sound, dancing lights, light, arcane mark.

Tactics

Before Combat Morgan relies on a disguise and a protected exit. During Combat she uses suggestion, illusions and domination to turn foes against each other. Morale she flees if isolated rather than risk her court plans.

Statistics

Str 10, Dex 14, Con 14, Int 16, Wis 12, Cha 26
Base Atk +8; Grp +8
Feats Combat Casting, Extend Spell, Greater Spell Focus (enchantment), Greater Spell Penetration, Improved Initiative, Spell Focus (enchantment), Spell Penetration
Skills Bluff +27, Concentration +21, Knowledge (arcana) +22, Spellcraft +22; Languages Common, Sylvan and old court languages
Gear bracers of armor +4, ring of protection +2, +1 dagger, hand crossbow, court robes.

Special Abilities

Spontaneous Arcane Casting. Morgan uses the D&D 3.5 Sorcerer class. She has no Pathfinder bloodline powers, and her 8th-level spell is available in this edition. The modern 5e spellcasting and action economy rules do not transfer to 3.5e.

Video Interpretations

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