Magical Items 2 (PWH)

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A planewalker shouldn't be the kind of berk who defines himself by what be carries. Rather, he should define himself by what be knows and what he can do. Still, there's no denying the usefulness of magical items to get the job done—even if the job is just simply staying alive in the hostile environment of the planes.
==What to Look For==
Planewalkers should be familiar with a number of existing items. At varying times, their use can be anywhere from extremely helpful to virtually impossible to live without. Because of their usefulness and necessity, some of the items—like various breathing or survival aids—are usually more common and cost less than (sometimes only half as much as) their Prime Material value. That's in prominent markets like Sigil, of course; a body about to visit Gehenna from its gatetown of Torch should expect to pay double to triple the price for fire-resistant magic, since the natives know just how essential that particular magic is to survival on the plane.
The magical items listed below are some of the more common useful devices—this is by no means a comprehensive list. Items listed without notes have obvious uses. The ToM notation refers to items found in the Tome of Magic.
* Air spores (ToM).
* Amulet of the planes. One of the best ways of getting around the planes, bar none.
* Cube of force. Extremely useful in hostile environments. Cubic gate. Another great way to travel around the planes.
* Elemental compass (ToM). Invaluable for navigating through the Inner Planes.
* Gauntlets of swimming and climbing. Most devices of this type (which are useful to anyone, not just a planewalker) are not in this list, but these gloves are of great use on the planes, where getting around rarely involves an easy walk.
* Gem of seeing. Reveals ethereal and astral beings, as well as gates and portals.
* Helm of underwater action.
* Iron flask. Planar creatures not on their home plane can be trapped or carried within. For willing victims, it's a safe and painless way to travel through hostile areas. Mirror of mental prowess. A spying tool and portal in one.
* Oil of elemental invulnerability.
* Oil of elemental plane invulnerability (ToM).
* Oil of etherealness.
* Pearl of the sirines.
* Pick of earth parting (ToM). Useful for digging through the plane of Earth or similar environments.
* Plate mail of etherealness.
* Portable hole/bag of holding combination. Placing one within the other opens a gate to the Astral (although the items are destroyed in the process).
* Potion of elemental control (ToM).
* Potion of fire resistance.
* Potion of water breathing.
* Ring of elemental command.
* Ring of elemental metamorphosis (ToM). Not only does this ring allow the wearer to survive on an Inner Plane as an elemental, but the form serves as a disguise among creatures of that plane.
* Ring of fire resistance.
* Ring of free action. Of particular use on the planes of Limbo, Water, and Ooze.
* Ring of spell storing. This item is particularly useful to priests who lose spellcasting ability as they travel away from the plane of their deity.
* Ring of warmth.
* Robe of stars.
* Rod of passage. This allows all types of magical transport, notably astral travel and teleport without error, both of which can take a traveler to other planes. Salves of far seeing (ToM).
* Scroll of protection from cold.
* Scroll of protection from electricity.
* Scroll of protection from elementals. Note that while useful, this scroll does not offer much protection on the elementals' home plane.
* Scroll of protection from fire.
* Scroll of protection from water. Useful not only on the plane of Water, but on the planes of Steam and Ice as well.
* Sphere of annihilation. This potent item, if controlled, can be very useful on the plane of Earth and similar environments where a cutter needs to clear some space.
* Sword of the planes. Not only does this item not lose its bonus as it travels from plane to plane, but it increases depending on the plane and planar creature that the wielder is fighting.
* Staff of the magi.
* Trimia's Catalogue of Outer Plane Artifacts (ToM).
* Wand of corridors (ToM). Great for creating space to move around on the planes of Earth and Minerals. Wand of earth and stone. As wand of corridors.
* Wand of element transmogrification (ToM). A potent weapon against elementals, and useful for creating necessary pockets of air, water, or solid ground where there might not be any naturally.
* Wand of prime-material pocket (ToM).
* Well of many worlds. If no other use can be determined for this item, it's a great way to dispose of unwanted objects or materials.
==New Items==
The following items represent a smattering of the unique magical items to be found on the planes. Some have appeared in previous Planescape products and are included here for a comprehensive listing.
* Baku's Trumpet
* Bottled Breath
* Chains of Light
* Fiend Globe
* Grue Bottle
* Horn Caps of Battering
* Net of Crystal Capturing
* Oil of Stone Integration
* Planar Compass
* Planar Mancatcher
* Planar Wards
* Portal Trap
* Potion of Elemental Breathing
* Ring of Bariaur Lord
* Scourge of Lightning
* Scroll of Outer-Planar Protection
* Scythe/Sickle of Light
* Scythe/Sickle of Pain
* Scythe/Sickle of Paralyzation
* Shifters' Manacles
* Seeker Stones
* Transient Sword
* Vambraces of Evil's Warding
==Planar Protections==
Ever more common in the bazaars of Sigil are items crafted to deal with the conditions of one particular plane, rather than a multitude of conditions. These items often carry a significantly lesser cost than their multiuse counterparts. For example, a ring of Gehennanfi re resistancep rotects a body against the Java, magma, and heat of Gehenna—and only Gehenna. It has no effect on the Elemental Plane of Fire, a red dragon's breath, or the volcanos of Muspelheim on Ysgard. 'Course, the ring won't stop a body from being physically shoved over the side of one of Gehenna's mountains by a lava flow—but that's another problem for the planewalker.
Similarly, wizards in Sigil create items specifically for use on the Inner Planes. Instead of relying on multilayered spells for breathing, protection, and movement on an Elemental Plane, a traveler might instead choose to purchase an item—usually an amulet—which provides those necessities. These items are also useful only on a single plane, having the essence of that plane infused into them at the time of their creation. These amulets usually function for only a week (6 + 1d4 days) once activated, "burning out" and becoming useless after that.