Micronomicon is 438 pages of glorious magical goodness. 438 pages! That’s mind-boggling, especially since the Tiny Dungeon core rule book weighs in at 209 pages. Now before I get into the review, know that I’m one of the editors of this eldritch tome. But I also did it in my spare time and for free, because I believed in it. Hopefully, by the time I’m done, you will too. There really is something here for everyone and there’s a lot to unpack, so here goes…
Chapter 1: Alchemist details the schools of alchemy (potions, poisons, and alchemical bombs); a Prestige Trait; alchemical elixirs; alchemical metals; and finally, magic items specifically related to alchemists.
Chapter 2: Archmage gives us a plethora of new magical disciplines (nature-based, heritage-based, and several necromancy-based). This chapter is rounded out with new enemies and archmage specific magic items.
Chapter 3: Artificer details how to make magic items. It includes new Prestige Traits; common artifact types; new enemies; and a new Heritage.
Chapter 4: Bard details bardic magic. It also has new Traits, optional rules for instruments and some really cool, new Traits. This is rounded off with some magical musical instruments.
Chapter 5: Beastspeaker goes into more detail about how to use the basic Trait. Then it adds a new Traits and new Prestige Traits. There are nifty charts for determining what beasts can be found in different environments. Then we have a new enemy and magic items.
Chapter 6: Cookpot. Cookpot Adept isn’t just for halflings anymore. Originally from TinyZine #9, this opens up Cookpot magic (or as I like to call it, gouromancy) to everyone. Aside from the new Trait and Prestige Traits, there are a whopping 12 Cooking Traits to make you an even more portent gouromancer. Side note – one of those Prestige Traits is Cauldron Witch, which then allows you to take Cauldron Traits, opening up even more options. Seriously, it’s insane.
Chapter 7: Familiar has a ton of new Traits and Prestige Traits. Perhaps most cool of all is there are rules for having a demon as a familiar. There are also Traits to make your familiar/demon better. We end the chapter with new enemies.
Chapter 8: Healer talks about details on healing, random deity generation charts, sample pantheons, new Prestige Traits, and healer-centric magic items.
Chapter 9: Psionics is one of the best chapters, in my humble opinion. After talking about what psionics are, we get some new Traits and Prestige Traits. We also get several Psionic Fields, which are similar to Magic Disciplines. They’re cool. A new enemy and some magic items end the chapter.
Chapter 10: Shaman. Originally appearing in the Spirit World micro-setting, this makes Shamans useable in any setting. There are two Traits and one Prestige Trait, then several pages of discussing what shamanism is and how it works. The optional rules for Places of Power is really cool.
Chapter 11: Spell Reader contains everything you could ever want to know about scrolls and reading spells from them. There are new Prestige Traits and new enemies.
Chapter 12: Spell-Touched is another of my favorite chapters. Themes for spell-touched are discussed, as well as how to customize cantrips. Over the following pages are several new cantrips based around themes (such as “wilderness” or “investigation.”). They’re pretty cool and definitely get you to thinking about what new cantrips you can come up with yourself. Then we have Traits and Prestige Traits (big, big shout out to the Chaos-Touched Prestige Trait), and we end with magic wand.
Chapter 13: Teleportation Mage is perhaps my single favorite chapter because… well, teleporting is cool. Originally part of the King’s Daggers micro-setting found in TinyZine #4, this makes Teleportation Mage useable in all settings. After talking about the basics of teleportation magic, we have new Traits and Prestige Traits. Mix and match these to make a truly fearsome foe. And we end with magic items.
Part Two of the book is settings. These are the micro-settings that everyone familiar with TinyD6 is familiar with having in the books. Micronomicon has 22 of these micro-settings, so there’s sure to be something that grabs your attention. Sprinkled through the micro-settings are new Heritages, new Traits and Prestige Traits, new Magical Discipline, new enemies, and new items.
Told you that it was a lot to unpack. I LOVE this book. I think that should be obvious by now. Although I edited it, I didn’t receive any compensation for doing so. I volunteered because I fell in love with this book. Consider this to be THE essential sourcebook for all things magic for Tiny Dungeon and should be your first purchase after getting the core rulebook.
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