Magical Beasts

Magical Beasts are an expansion to a normal game of Virtual Quidditch. At the end of the wrd round, each team will select one Magical Beast from three randomly drawn cards. Each Magical Beast has its own unique effects and influences on gameplay.

Read below to learn about the Magical Beasts and their effects:

Aragog

Aragog has a sphere of influence that is 3 spaces wide with one baby spider who occupies one space. While Aragog cannot enter either Keeper Zone, its baby may. On your turn, you may roll 2d6 and pick one of those rolls to determine the direction that the baby spider moves.  The baby spider moves…

Basilisk

The Basilisk’s sphere of influence is a triangle with a 4 space wide base. Any character on either team that enters the Basilisk’s sphere of influence automatically receives -2 speed for that turn (any existing speed modifiers are NOT taken into account, i.e. a character with +3 speed and a character with -1 speed will…

Chinese Fireball (oOoOoOoOoOoh)

The Chinese Fireball (oOoOoOoOoOoh) has a sphere of influence that is 5 spaces wide. It must be referred to as the “Chinese Fireball (oOoOoOoOoOoh)” throughout the game by all players.  Any character that enters the Chinese Fireball (oOoOoOoOoOoh)’s sphere of influence must roll for agility, with the Chinese Fireball (oOoOoOoOoOoh) attacking with +2 for strength. …

Cornish Pixie

A Cornish Pixie has a sphere of influence which is 3 spaces wide. 3 Cornish Pixies are placed on the field. If, at any point in the game, a ball enters a space within the Cornish Pixie’s sphere of influence, the Cornish Pixie may – at the controlling team’s discretion – be used to randomly…

Dementor

Two Dementors are placed on the field, and each has a sphere of influence that is 3 spaces wide.  Any character that enters a Dementor’s sphere of influence must roll 1d10 and add any strength modifier against the Dementor (who rolls 1d10). Characters who fail this roll cannot move on their next turn (if it…

Demiguise

The Demiguise has a sphere of influence that is 3 spaces wide. The Demiguise moves invisibly, with the team controlling the Demiguise moving it so only they and the officials can see. The Demiguise is able to retrieve loose balls, intercept balls or steal balls from the other team. A loose ball, intercepted ball or…

Fiendfyre

Fiendfyre consists of two lines of fire that are placed across the field and are obstacles during the game. The two lines are each 5 spaces long, and consist of one that is diagonally up to the right and one that is diagonally down to the right. Fiendfyre cannot “cross streams” (have any of their…

Fluffy

Fluffy has a sphere of influence that is 3 spaces wide.  Depending on which team controls Fluffy, there are different effects: Fluffy remains in play until the Snitch is caught and may be used every turn.

Ford Anglia

The Ford Anglia drives randomly in a straight line across the board. During your turn, you may roll 2d6 to determine the direction of the Ford Anglia (see below). Pick one of these rolls to be the direction that the Ford Anglia takes. The Ford Anglia drives in a straight line in that direction, only…

Giant Squid

The Giant Squid has 4 tentacles that stretch out 4 spaces in any direction from the space the squid occupies. The tentacles can stretch off of the field and into either Keeper Zone. At any given time, the tentacles are pointing in 4 out of the 6 possible directions away from the Giant Squid. On…

Grawp

Grawp acts as an additional member of your team who can interact with both the Bludgers and the Quaffle. He can be tackled and beat (if beat, Grawp returns to the Keeper Zone line). Grawp receives a +4 to strength and -2 to accuracy  and -2 to agility. Passes can be made freely to and…

Hippogriff

The Hippogriff has a sphere of influence that is 3 spaces wide.  On your turn, you can use the Hippogriff to either support your own characters or attack the opposing characters. To support your own characters, the Hippogriff can carry them up to 3 extra spaces before, during or after their movement (as if the…

Mermaid

3 Mermaids are placed on the field, each with a sphere of influence that is 3 spaces wide.  If more than one character on a team is within any of the Mermaids’ spheres of influence, only one of those characters may move on their turn. For example, if your Chaser and two Beaters are within…

Niffler

When the Niffler enters the field, select one Beater on your team to be assigned the Niffler. For the remainder of the game, the Niffler can be used to find any loose Bludger up to 5 spaces away from the Beater and bring it back to them. The Beater with the Niffler can enter the…

Obscurus

When the Obscurus enters the field, select one character on your team to be possessed by the Obscurus (not including the Seeker). For the remainder of the game, the Obscurus protects that character from a critical failure. If that character rolls a 1 on any of its action rolls (not movement), you may reroll. If…

Phoenix

The Phoenix has a sphere of influence that is 3 spaces wide.  Any of your own characters within the sphere of influence receive benefits in the event that they are beat, roll a critical failure, or would otherwise fall off their broom. If your character falls off their broom, they drop any ball they have…

Portable Swamp

The Portable Swamp has a sphere of influence that is 5 spaces wide.  There is no centre space to the Portable Swamp, as it occupies the entirety of its sphere of influence. This acts as a large barrier, which characters must move around, not through (other Beasts can travel through the Portable Swamp). The Portable…

Thestral

3 Thestrals are placed on the board, each with a sphere of influence that is 3 spaces wide. Thestrals have 2 effects: Thestrals remain in play until the Snitch is caught or they are used as noted above and may be used every turn.

Werewolf

At the end of round 5, secretly select one of your characters to become a Werewolf (not including your Seeker). Up until the end of round 7, this character continues to play as normal. At the beginning of round 8, that character takes on their Werewolf form and receives a +2 modifier in every stat…

Whomping Willow

The Whomping Willow has a sphere of influence that is 5 spaces wide.  Any character that enters the sphere of influence must roll for strength against the Whomping Willow, who rolls 1d10 and adds 4 for strength. Any character that fails must return to their hoops. Any character that succeeds is immune from being whomped…

Expansion Rules