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D&D: ‘Planescape’s Magic Items Make Multiversal Marvels

3 Minute Read
Oct 9 2023
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Planescape: Adventures in the Multiverse introduces three new magic items, which can help you navigate the twisting maze of Sigil.

They call Sigil the City of Doors, because you never know where one will lead. Anything can be a portal to another plane, if you have the right key. And to help illustrate this, we’re taking a look at the new magic items introduced in Planescape: Adventures in the Multiverse.

There are three items all in all, each one touching on a different aspect of Planescape’s lore and sense of whimsy. And while it would be nice to see a few more magic items, these ones are a little more in depth. Mechanically, these feel like items for a specific campaign. But, let’s take a look and see what they’ll do.

Planescape – New Magic Items For Travelling The Mutliverse

Mimir – This magic item is more of a plot device than anything else. They will orbit you, a lot like an Ioun stone, but these are magic, floating skulls that serve as knowledge bases. They have two chief functions. The first is verbally answering any question you might have about the Planes. And secondly, a Mimir can cast Legend Lore to help you learn fun facts about pretty much anything.

Mimirs play a big role in the included adventure, Turn of the Fortune’s Wheel.

Portal Compass

A classic Planescape item, Portal Compasses are magically attuned to the last portal they passed through. Instead of North, their needle points to the portal they most recently crossed, so long as the two are on the same plane of existence.

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This is an extremely handy item to have when going Planeshopping, as it can help you find your way back to wherever it is you came from. Especially useful in Sigil, where portals are often hidden in plain sight. With one of these, you can know where the portal that took you here is. Figuring out how to open it is a different story entirely, though.

Sensory Stone

These stones contain the memory of a single sensation/experience. As an action, you or anyone you designate can touch the stone and relive the experience as though it happened to them. You can store up to six seconds of a sensation in the stone, and can record more as an action, thoough each new 6 seconds replaces the old saved experience.

Obviously these are the good Planescape drugs. But, mechanically they can end the Charmed or Frightened conditions on you as an action (though it destroys the stone in the process).

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And these are the magic items of Planescape: Adventures in the Multiverse!

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Author: J.R. Zambrano
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