Dragon Magazine Issue 268: February 2000
part 6/7
FX Artifacts: Aka magical items for Alternity.

Which is a relatively easy topic for them to add stuff on even after doing a whole book on the subject, because the system is pretty close to AD&D, and they have 25+ years of materials from that to convert. And indeed, I can recognise the sources for quite a few of these powers and drawbacks. Still, they're certainly not all implemented in the same way as they were in other systems, and they are given a good sci-fi dressing. Plus the specific items are both well described, interesting and have good illustrations. So this was an easy assignment, but it didn't feel phoned in despite this. The writers really do care about Alternity, and are still hoping it'll get a continuation.
Dungeoncraft: Ray finally moves to talking about good ol' location based adventures. Even here, he has some rather interesting suggestions. This is one case where doing a little extra effort at the start will save you more in the long run. Make it big enough they can't clear it out in one go, and you can reuse it. Even more cleverly, you can design it with different entrance points, and build new expansions, put new monsters in, and it's quite possible they won't even notice the recycling. The specific adventure is pretty cool too, providing an easy way to get new PC's involved and working together, and incorporating plenty of the larger setting details rather than just being a place filled with monsters. It both makes good reading, and is useful advice. Still, it does seem specifically designed as a first adventure. I guess that'll give him room to talk about how successive ones at higher levels will differ in design later. The long game continues.
Sage advice: What can you do while gaseous (move around verrrry slowly. That's it. )
What does past life reveal if you were unconscious just before you die (sod all. Way to foil those annoying wizards )
Do invisible things cast shadows (no)
What happens if a speciality priest has a forced alignment change (they become a regular cleric until the matter is settled)
Does a wizard have to completely relearn spells drained by a magedoom. (no, just standard rememorization)
What demihumans can be elementalists (only half-elves. Demihumans aren't generally very good at picking up new variant magic disciplines. )
Dragon spellcasting level guidelines contradict themselves. (use the individual descriptions. Exception based design strikes again. )
6 seconds is way too long to cast feather fall (1 segment is not 6 seconds, and we don't even have segments anymore. You're talking rubbish.)
Can a speciality priest of Berronar Truesilver cast extra protection spells (no. Just the ones they have with greater power. )
Can you cast a spell round corners with a mirror (No. That's one of the more inventive bits of rules lawyery Skip has seen, but still no. )
Do spellsingers have to use the new nonproficiency system if they use skills & powers stuff. This totally nerfs them at low level (That's your problem, not Skip's. )
Spellsingers are too good at casting high level spells. This needs fixing (Skip agrees with you. God, Ed comes up with some overpowered crap. )
Are spellsingers limited in highest spell level by int (yes)
How does polymorphing yourself with a wand work (just like normal polymorphing)
Can smoke power hurt things that need magic weapons to hit (yes)
What does push do (See 1st ed AD&D. For whatever reason, it was never converted, but it shouldn't be a problem to use. )
Does high wisdom protect you against ghost powers (sure)
Are hold spells saved against paralyzation or spells (spells)
Do spellcasters know how long their spells will last (if they're of fixed duration, they should be able to keep track of it. )
What spells affect a deck of many things (not a lot. It's a bitchin' thing, you gotta take your knocks. )
Can you automatically memorize spells after using a candle of invocation. (yes, but you've gotta take the time. )
How long does bless last on a weapon (6 rounds. Really not long enough. )
Is bless affected by magic resistance (would you cast it on someone who wasn't willing? If so, yes.)
Does your natural dex boost the thief skills granted by gauntlets of dexterity (That makes no sense at all. Lamest twinking attempt evar.)
Do drow objects degrade inside a bag of holding (if anything's going to keep the radiation they need out, it's a bag of holding. At least it keeps the sun out as well. )
Do wizards have to research a whole new spell to customize an existing one (no. It's considerably easier than that.)
Do weapons have an alignment (Only if they're intelligent. No thinking, no morals, no alignment, no matter how they're used. )