Magical Beasts 2

Magical Beasts are an expansion to a normal game of Virtual Quidditch. At the end of the 3rd 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 second wave of Magical Beasts and their effects:

Swooping Evil

When the Swooping Evil enters the field, select one character on your team to take possession of the Swooping Evil (not including the Seeker). For the remainder of the game, the Swooping Evil alternates between being able to snatch balls and being able to attack opposing characters. The character in possession of the Swooping Evil…

Thunderbird

The Thunderbird has a sphere of influence that is 3 spaces wide. Once the Thunderbird is on the field, each round it summons a bolt of lightning to randomly strike a space on the field (at the beginning of the controlling team’s turn). Any characters on or adjacent to that space are struck by lightning…

Troll

The Troll has a sphere of influence that is 3 spaces wide. Each turn, the Troll throws a rock onto the field – you may pick the direction from the Troll you wish to throw the rock, and roll 1d6 to determine the distance. The space the rock lands in becomes covered in a rocky…

Unicorn

The Unicorn has a sphere of influence that is 3 spaces wide. The Unicorn can be used to help transport your own characters. The Unicorn can carry your characters within its sphere of influence up to 3 extra spaces before, during or after their character movement (as if the Unicorn is carrying them up to…

Yeti

The Yeti has a sphere of influence that is 3 spaces wide.  With the exception of the space which the Yeti physically occupies, each of the spaces in its sphere of influence are covered in ice and can be slid across. The Yeti attacks any characters when it moves adjacent to them. Any character on…

Bowtruckle

The Bowtruckle has a sphere of influence which is 3 spaces wide. The Bowtruckle does not move each turn, and it remains in your Keeper Zone for the duration of play. Select one of your hoops for the Bowtruckle to climb and hide in. The Bowtruckle is invisibly placed on this hoop. Any opposing characters…

Centaur

The herd of centaurs consists of three centaurs who move independently. Each turn the centaurs move a collective 3 spaces total (this can be used entirely by one centaur or split up between multiple centaurs). If there is a straight line of not more than 5 spaces between any two centaurs, any ball that moves…

Chizpurfle

The Chizpurfle has a sphere of influence that is 5 spaces wide. The Chizpurfle moves invisibly, with the team controlling the Chizpurfle moving it so only they and the officials can see. Characters on the team controlling the Chizpurfle cannot end their movement on the centre space of the Chizpurfle’s sphere of influence, while the…

Erumpent

The Erumpent has a sphere of influence that is 5 spaces wide.  Any character that enters the sphere of influence must roll for agility against the Erumpent, who rolls 1d10 and adds 2 for strength. Any character that fails must return to their hoops – in addition, the Erumpent rolls 1d4; if the Erumpent rolls…

Fire Crab

The Fire Crab has a sphere of influence that is 3 spaces wide. After moving the Fire Crab, once per turn the Fire Crab shoots lava out of its anus – select one space adjacent to the Fire Crab (not occupied by a character, ball, or beast) to be covered in lava. This space of…

Gnomes

At the end of round 3, two Gnomes are placed on the field. However each turn, two additional gnomes are placed onto the field – they must be placed on an open space adjacent to an existing gnome. Gnomes move 3 spaces each turn, however on your turn you may only move 2 of the…

Hairy MacBoon

At the end of round 3 , select one of your characters to become a Hairy MacBoon – the Seeker cannot become a Hairy MacBoon. A Hairy MacBoon can no longer interact with any ball – including the Snitch – but it can attack any opposing characters and enter the Keeper Zones. Movement for the…

Leprechaun

The Leprechaun can move 3 spaces per turn and acts as a one-way rainbow slide to the pot of gold. The pot of gold is placed randomly on the field at the beginning of the controlling team’s turn. Passes can be made through your own team’s leprechaun. To use the rainbow slide, a character must…

Mackled Malaclaw

The Mackled Malaclaw has a sphere of influence three spaces wide. Any character that is touched by the Mackled Malaclaw’s sphere of influence becomes unlucky for the following two rounds (even if the sphere of influence moves away from that character). While unlucky, that character must always roll 2d10 for any action (whether attacking or…

Sphinx

The Sphinx has a sphere of influence that is 3 spaces wide. Any character on either team that enters the sphere of influence could increase one of their stats by 1 if they correctly answer a riddle. If they can answer the riddle correctly, they will receive +1 to that stat. The team controlling the…

Expansion Rules