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Bea  Books New Zealand writers crafting adventures, mysteries, and resources for your favourite RPGs. Hi and welcome from Petone, New Zealand! That's Beatrice, our cat.)

You know New Zealand, best place in the world, Middle Earth, home of the Kiwi and the best rugby team in the world (no debate will be entered into on the All Blacks.... )

Join us as we create magic items and content for our favorite game. Browse the wizard’s library, climb the stairs of the Tower of the Archmagi and even join us for games. Let’s brew some magic together!

​(And where does 'Bea" come in?

Sapphire of the SeerWondrous Item, Rare (Requires Attunement)This dull-coloured, round sapphire floats suspended in a cl...
16/10/2026

Sapphire of the Seer

Wondrous Item, Rare (Requires Attunement)

This dull-coloured, round sapphire floats suspended in a clear liquid within a gold-and-crystal tube.

While carrying and attuned to this item, your Intelligence score increases by 2, to a maximum of 20. You also gain proficiency in the History skill. If you are already proficient in History, you instead gain a +1 bonus to History checks.

“A marvellous thing. Makes you cleverer, though it does nothing about being sensible.” - Mrs Nogg

Light explodes in all directions, and a figure appears. You recognize them as ... err ummm... Helyan Crane, a Warlock of...
15/10/2026

Light explodes in all directions, and a figure appears. You recognize them as ... err ummm... Helyan Crane, a Warlock of great power.

Phew saved by a D10 and a handy list from

Good Morning Bea Friends!
12/10/2026

Good Morning Bea Friends!

Chromatic RodRod, Very Rare (Requires Attunement)A multicoloured ball of energy floats at the end of this rod, its shape...
09/10/2026

Chromatic Rod

Rod, Very Rare (Requires Attunement)

A multicoloured ball of energy floats at the end of this rod, its shape constantly changing.

This rod can be used as a spellcasting focus.

The rod has 5 charges. As an action, you can expend 1 charge to release a blast of chromatic energy in a 60-foot-long, 5-foot-wide line. Each creature in the line makes a Dexterity saving throw against your spell save DC, taking 6d6 damage of your choice on a failed save, or half as much on a successful one. The damage can be cold, fire, lightning, necrotic, psychic, or radiant. The rod regains 1d4 + 1 expended charges daily at dawn.

While holding the rod, you can change the damage type of a spell you cast to cold, fire, lightning, necrotic, psychic, or radiant if it already deals one of those damage types. You choose the new damage type when you cast the spell.

“Ignore the fireworks. Use this on New Year’s instead.” - Mrs Nogg

Stop thief!! You spin around and see a merchant chasing a fleeing figure. You recognise the runner as ... err ummm...  J...
04/10/2026

Stop thief!! You spin around and see a merchant chasing a fleeing figure. You recognise the runner as ... err ummm... Jack Steele, a known rogue...
Phew... saved by 2d10 and a handy list from Bea Books.

Rune of BindingWondrous Item, RareThis shield-shaped rune is engraved with magical symbols, with ribbons of light moving...
03/10/2026

Rune of Binding

Wondrous Item, Rare

This shield-shaped rune is engraved with magical symbols, with ribbons of light moving across its surface.

You can place the Rune of Binding on a restrained, incapacitated, or unconscious creature and activate it using a command word. The rune is a one-use item.

While the rune is active, the creature cannot regain expended spell slots.

Whenever the creature attempts to cast a spell, it must make a DC 15 Intelligence saving throw. On a failed save, the spell fails and the spell slot is expended. On a successful save, the creature can cast the spell, but must make a second DC 15 Intelligence saving throw. On a failed save, the spell fails and the spell slot is expended. If the failed spell would deal damage, that damage is instead dealt to the caster.

The rune can be deactivated by speaking the second command word or by a successful dispel magic spell. When deactivated, the rune crumbles to dust.

“Never understood why wizards are so frightened of these things. If you can't manage without your spells for five minutes, perhaps you shouldn't have been causing trouble in the first place.” - Mrs Nogg

Rune BladeWeapon (Longsword), Very Rare, Requires AttunementYou gain a +2 bonus to attack and damage rolls made with thi...
26/09/2026

Rune Blade

Weapon (Longsword), Very Rare, Requires Attunement

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The Rune Blade bears three magical runes: Flame, Ice, and Lightning. As a bonus action, you can activate one rune, causing it to glow with magical energy for 1 minute. While a rune is active, attacks made with this weapon deal an extra 2d6 damage of the rune's associated type. Once a rune has been activated, it can't be activated again until you finish a short or long rest.

Rune of Flame. A creature hit by the blade sheds bright light in a 10-foot radius until the start of your next turn and gains no benefit from being invisible.

Rune of Ice. A creature hit by the blade must succeed on a DC 15 Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn.

Rune of Lightning. A creature hit by the blade must succeed on a DC 15 Dexterity saving throw or be unable to take reactions until the start of its next turn.

"Fire, ice, lightning. If that doesn't solve the problem, hit it harder." - Mrs Nogg

The fireball sweeps the kobolds away and you turn and recognise the robed figure in the shadows. Err... ummm...  Thanks ...
24/09/2026

The fireball sweeps the kobolds away and you turn and recognise the robed figure in the shadows. Err... ummm... Thanks Mina Mordane, that fireball saved the day!
Phew... saved by 2d10 and a handy list from

You enter the Archmages study and sleeping under their desk there is ... err ummm .. Bella, a ragdoll cat.Phew saved by ...
17/09/2026

You enter the Archmages study and sleeping under their desk there is ... err ummm .. Bella, a ragdoll cat.

Phew saved by a D10 and a handy list from

Dart of MadnessWeapon (Dart), UncommonWhen you hit a creature with this magic dart, it must succeed on a DC15 Wisdom sav...
15/09/2026

Dart of Madness

Weapon (Dart), Uncommon

When you hit a creature with this magic dart, it must succeed on a DC15 Wisdom saving throw or be affected by the confusion spell for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

After each use, roll a d100. On a roll of 01–10, the dart loses its magic and becomes a nonmagical dart.

“The darts at the Pig & Whistle were always wonderfully well behaved, dear. They never said a word to anyone.” - Mrs Nogg

Address

199 Jackson Street, Petone
Lower Hutt
5012

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