Elixirs and Things

The Elixirs & Things expansion adds items to the game (in the form of elixirs and things). Below are the items available in the game. Some may be purchased through the Elixirs & Things Shop. All prices are subject to change.

Note: All transactions (including buying and selling items from the shop and between teams) must be made at least 10 minutes prior to the scheduled start time of any game in order for those items to be used during the game.


Elixirs

Elixirs are items that can only be purchased through the Elixirs and Things Shop (not obtainable from item boxes) and provide temporary effects. Elixirs may be used at any time during your turn prior to rolling for your Seeker and do not count towards your team’s item card limit. With some exceptions, a character may only be under the influence of one elixir at a time, and only two characters on a team may be under the influence of elixirs at the same time.

Skele-Gro

When one of your characters is beat or would otherwise fall off their broom, use this potion to only move them half the distance back to your hoops (rounding up if needed). This elixir may be used on your opponent’s turn.

pURCHASE PRICE:Buyback Value:
200 Sickles50 Sickles

Veritaserum

Select one character on the other team. On the opponent’s next turn, one of their 3d6 MUST be used on that character.

pURCHASE PRICE:Buyback Value:
200 Sickles50 Sickles

Wiggenweld Potion

This elixir may be used to negate the effects of any potion used by the opposing team currently affecting one of your own characters.

pURCHASE PRICE:Buyback Value:
200 Sickles50 Sickles

Confusing Concoction

Select one character on the other team. For three rounds (including the round in which you use the Confusing Concoction), they receive -1 agility and accuracy.

pURCHASE PRICE:Buyback Value:
400 Sickles100 Sickles

Draught of Living Death

Select one character on the other team. For three rounds (including the round in which you use the Draught of Living Death), they receive -1 speed.

pURCHASE PRICE:Buyback Value:
400 Sickles100 Sickles

Draught of Peace

Select one character on your team. For three rounds (including the round in which you use the Draught of Peace), they receive +1 agility and accuracy.

pURCHASE PRICE:Buyback Value:
400 Sickles100 Sickles

Pepperup Potion

Select one character on your team. For three rounds (including the round in which you use the Pepperup Potion), they receive +2 strength.

pURCHASE PRICE:Buyback Value:
400 Sickles100 Sickles

Amortentia

Select one character on the other team. For three rounds (including the round in which you use Amortentia), you may move this character 2 spaces (move this character at the end of your own turn). Amortentia may not be used on the Seeker.

pURCHASE PRICE:Buyback Value:
600 Sickles150 Sickles

Polyjuice Potion

Select one character on your team. For three turns (including the round in which you use the Polyjuice Potion), they must use ALL of the base stats of any other character of your choice on the field. If the Polyjuice Potion used reduces the speed of the character taking the potion (i.e. a +1 speed character uses Polyjuice Potion that would give them the stats of a -1 speed character), this potion MUST be taken prior to moving the character.

pURCHASE PRICE:Buyback Value:
600 Sickles150 Sickles

Felix Felicis

Select one character on your team and roll 1d6. This character receives +2 in all stats for as many rounds as is rolled on 1d6 (including the round in which you use Felix Felicis). Felix Felicis cannot be used on the Seeker.

pURCHASE PRICE:Buyback Value:
1000 Sickles250 Sickles

Things

Things can be obtained by passing through an item box during your turn, and some can also be purchased directly from the Elixirs and Things Shop. At the beginning of the game, up to 2 things (5 in all other expansions) from your inventory may be placed in your hand. Once the game begins, no additional things from your inventory may be added to your hand. At the end of the game, you may move things still in your hand to your inventory (with some exceptions).

Please note that some things below are not available for purchase, not eligible for buyback, and/or not eligible to be stored in your inventory.

Cauldron

Discard one thing (in addition to the cauldron) and receive one new thing from an item box.

pURCHASE PRICE:Buyback Value:
400 Knuts100 Knuts

Wand

On your turn, when one of your characters is adjacent to an opposing character, you may use a wand to steal one random thing from your opponent – roll a die with the same number of faces as the opposing team has things. If the opponent also has a wand (including the Elder Wand), they may defend. In this case, both sides roll 1d10. If the defending team has the higher roll, this item does nothing. When used to steal and/or defend, the wand is discarded (with the exception of the Elder Wand, which cannot be discarded). A wand may not be used against a team who has two or fewer things in their thing slots – the exception to this is if a team has three things, of which one is a wand – if the defending team decides to defend using their wand and fails to roll higher than the attacking team, their wand will be used leaving them with just two things – the attacking team still steals a thing since the defending team had more than two things at the time the attacking team announced their intention to steal.

pURCHASE PRICE:Buyback Value:
600 Knuts150 Knuts

Beater Bat

Allows you to hit a Bludger back at an opposing Beater. Immediately following an attempted beat against your own character (whether successful or not), you may choose to use the Beater Bat to deflect the Bludger (if your character would have been beat, this prevents them from falling off their broom). Your character then attacks with accuracy and the defending character defends with agility. A Beater Bat may be used by ANY character, not just Beaters. A Bludger hit back by a Beater Bat may be hit back again by another Beater Bat in perpetuity, however each Beater Bat is only good for one hit. Beater Bats cannot be used if the original attempted beat or a use of a Beater Bat included ANY critical successes or critical failures.

pURCHASE PRICE:Buyback Value:
800 Knuts200 Knuts

Weasley’s Wildfire Whiz-Bangs

On your turn, select any space on the field to place a Whiz-bang invisibly (Whiz-bangs cannot be placed adjacent to or on the same space as any character). A Whiz-bang is triggered when an opposing character ends their movement on or adjacent to one – ending movement is determined by their position at the end of a turn, but does not include characters who are moved back to hoops due to falling off their broom or who are moved back to centre after scoring (a Keeper using their 2 free spaces of movement to defend their hoops can also trigger a Whiz-bang). When that happens, they roll 1d4 to determine the effect:

  • 1: That character must use the lowest dice roll on their next turn.
  • 2: That character is moved 3 spaces in any direction determined by the opposing team.
  • 3: That character cannot move until the end of their next turn.
  • 4: That character is apparated across the field in between the Keeper Zones (if the character is a Keeper in their own Keeper Zone, they will be apparated within their own Keeper Zone)

A maximum of 1 Whiz-bang may be placed per team in either team’s Keeper Zone. 

pURCHASE PRICE:Buyback Value:
500 Knuts125 Knuts

Clanker

You may use a Clanker on your turn to subdue a Magical Beast on the field. Once used, place both this thing and the Monster Book of Monsters in use into the discard pile, and remove the Magical Beast from the field.

pURCHASE PRICE:Buyback Value:
Not Available in Stores150 Knuts

Probity Probe

You may use a Probity Probe to do one of the following:

  • View the location of the closest Weasley Wildfire Whiz-bang to a character of your choice
  • View the location of an opposing character using the Invisibility Cloak for a single turn
  • If the Demiguise or Chizpurfle is in play and is invisible, you may view its location for a single turn
  • Move one of your own team’s whiz-bangs to a new location
pURCHASE PRICE:Buyback Value:
Not Available in Stores250 Knuts

Remembrall

Select one thing of your choice from the five most recent things in the discard pile and place it in one of your thing slots (a Remembrall may not be taken back from the discard pile).

pURCHASE PRICE:Buyback Value:
Not Available in Stores250 Knuts

Hermione’s Handbag

Hermione’s handbag allows you to carry up to two additional things at any given time (Hermione’s handbag does not count towards your maximum number of things held). When used, place this thing in the designated thing slot, unlocking two extra thing slots. You may only hold up to two of Hermione’s handbags (to a maximum of four extra thing slots). If Hermione’s Handbag is stolen, you must discard back down to your maximum number of things held immediately.

pURCHASE PRICE:Buyback Value:
Not Available in StoresNot Eligible for Buyback

Monster Book of Monsters

You may use the Monster Book of Monsters to summon one Magical Beast onto the field. The Monster Book of Monsters can be held in your hand without summoning a Magical Beast. When used, you will be dealt a single card randomly. The Monster Book of Monsters remains in your thing slot with the Magical Beast card until either:

  • The Snitch is caught
  • Another Monster Book of Monsters is put into play
  • A Clanker is used to subdue the Magical Beast

If your Monster Book of Monsters is stolen, the other team takes control of that Magical Beast. If the game ends while your Monster Book of Monsters is in use, it cannot be stored in your inventory.

pURCHASE PRICE:Buyback Value:
Not Available in StoresNot Eligible for Buyback

Hagrid’s Bear Trap

When you receive Hagrid’s Bear Trap, this thing does NOT occupy one of your thing slots. Instead, the character that passed through the item box immediately ends their movement (moving back to the space before they reached the item box UNLESS it is disadvantageous to move to a different space adjacent to the item box (resulting in an opportunity tackle or beat), in which case they move into that space (the Ritchie “Big Dick” Coote Law)) and receives -2 speed on their next 2 turns. Felix Felicis cannot be used on a character under the effects of the bear trap until it is released.

pURCHASE PRICE:Buyback Value:
Not Available in StoresNot Eligible for Buyback

The Deathly Hallows

If your team possesses all three of the Deathly Hallows, you may select one character (not the Seeker) to become the Master of Death. As long as you possess all three Deathly Hallows, this character receives +2 in all stats. Once you lose possession of any of the Deathly Hallows, their stats return to normal.

Elder Wand

Independently, the Elder Wand may be used to cast spells against the opposing team. Spells work in the same way as when they were introduced in the Defence Against the Dank Arts expansion, however instead of using spell energy, the attacking team sacrifices one of their movement rolls of that number to perform the spell. For example, if the attacking team rolls 2, 4 and 5 for their movement and Silencio is cast (which usually requires 5 spell energy to perform), they must sacrifice the 5 to perform the spell. The spell cast MUST match the number of a single die, meaning that dice cannot be combined or split up between characters to cast the spell. In addition, spells may only be cast on even numbered turns. A Seeker may not use the Elder Wand, and the Elder Wand may not be used against a Seeker.

The defending team has the opportunity to use 1 Protego throughout the game. 

pURCHASE PRICE:Buyback Value:
Not Available in StoresNot Eligible for Buyback

Invisibility Cloak

Independently, you may attach the Invisibility Cloak to one of your characters. As long as you are in possession of the Invisibility Cloak, that character moves invisibly, however all positive speed modifiers for that character are removed. The Invisibility Cloak cannot be shared between characters.

While invisible, characters may perform all actions applicable for that position, including opportunity tackles and beats (the team with the Invisibility Cloak will not be informed of the opportunity, otherwise this would give away the invisible character’s position). The opposing team will not be told where any attacks from an invisible character are coming from, nor how much the attacking character will add/subtract for their attack. The Snitch can see through the Invisibility Cloak.

An invisible character cannot be opportunity beat or tackled, however on their turn the opposing team may attempt a beat or tackle in the direction they believe the character to be in. If they do, both sides roll 1d10 as normal, even if the invisible character is not in range of the attack (if the character is not in range, the attack will always be unsuccessful).

pURCHASE PRICE:Buyback Value:
Not Available in StoresNot Eligible for Buyback

Resurrection Stone

Independently, the Resurrection Stone may be used to prevent characters from falling off their broom when they critically fail, and helps characters who otherwise fall off their broom.

Anytime one of your characters critically fails, they do not automatically fall off their broom. Treat this as any other roll, taking into account any modifiers and the opponent’s roll to determine whether the action is successful or not (if the character is defending against an attempted beat and after modifiers the beat is successful, the character still falls off their broom).

In addition, any time a character falls off their broom, they move back to the line at the front of the Keeper Zone rather than the hoop line.

The effects of the Resurrection Stone do NOT impact the Seekers.

pURCHASE PRICE:Buyback Value:
Not Available in StoresNot Eligible for Buyback

Bundles

The Elixirs & Things shop also offers bundles, which consist of several elixirs and things in varying quantities which can be purchased at a discount. Each bundle includes several elixirs which will be randomized upon delivery. Each bundle is only available for purchase once per team per season.

Pixie
Bundle

75 Galleons

Includes:
5x Weasley’s Wildfire Whiz-bangs
4x Wands
3x Remembralls
1x Probity Probe
1x Clanker
10x Potions (random)

Centaur
Bundle

100 Galleons

Includes:
10x Weasley’s Wildfire Whiz-bangs
6x Wands
4x Beater Bats
3x Remembralls
2x Probity Probes
1x Clanker
1x Cauldron
15x Potions (random)

Giant
Bundle

150 Galleons

Includes:
20x Weasley’s Wildfire Whiz-bangs
8x Wands
6x Beater Bats
3x Remembralls
2x Probity Probes
2x Clankers
2x Cauldrons
1x Monster Book of Monsters
30x Potions (random)

Bertie’s Box

25 Galleons – Only valid for use in Seasons 11 & 12

Includes:
10x Random Beans
1x Mystery Bean (guaranteed Cool Bean)
Each bean is good for a single use, and must be consumed prior to a game. Teams will be informed of the colour of each bean (except the Mystery Bean) upon purchase, but will only find out whether each bean is a Cool Bean or a Sweaty Bean upon consumption (when used on a character). A character may only consume one bean prior to each game (including beans from Bertie’s Box and Witch Weekly subscription beans). Beans not used before the end of the season will shrivel up and rot away.

Expansion Rules