Spells and Magical Items (PWH)

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If a cutter can cast spells enabling travel from plane to plane, she's well ahead of the game (so to speak) as far as getting around is concerned. Planewalking is much easier if a body can make her own paths. These high-up spells include astral spell, plane shift, teleport without error, and even word of recall. Many magical items allow planar travel, not the least of which include the amulet of the planes, cubic gate, and the staff of the magi.
As a special case, a gate spell can summon a willing planar character to the caster. Canny planewalkers have been known to use this as the ultimate rescue spell, since it can reach across planar boundaries and pull a willing cutter to the caster, despite most intervening restrictions. The subject has the option to bring with him whatever he wishes, or to send something or someone (nearby and willing) in his stead.
Regardless of the method, though, spells or magical items won't take a body in or out of Sigil. A sod still needs to find and use the right portals to get there (and to leave). Without exception, the Lady of Pain's control of travel to and from the Cage is absolute. This means that fiends and the like are safe from gate spells and summonings there—quite a boon if they desire uninterrupted peace. They also cannot be banished by any means. The benefits of staying in Sigil encourage fiends to behave while they're there.
Lastly, it's worth pointing out that the spells and magical items mentioned here aren't actual gates and portals in the strictest sense. Only an archway-bound doorway activated by a specific key is a portaJ or gate. Anything else is a magical interplanar transport, but not a gate or portal. So a gate spell is not truly a gate at all—it doesn't need a key, and requires no arch. But terminology quibbles are for scholars, not planewalkers.