From which plane does this item originate? (Planescape) (d38)

d38 What Minor Property Does it Have?

1

Abyssal. This item emits a faint sulphurous odor, and emits a thrill of exhilaration to the wielder when a known law is broken.

2

Acheronal. This item slowly consumes any blood that is present on it, leaving no trace of it behind.

3

Arboreal. This item allows the user to determine if food or water is naturally safe for the user to consume.

4

Arcadian. When presented with the option to follow a law or rule, the item heightens the wielder’s urge to do so.

5

Astral. When this item is used in the Astral Plane, it acts as a navigation tool and imparts proficiency to its wielder.

6

Baatoran. This item emits a faint smoke at all times, and is either warm or cool to the touch, despite the ambient temperature.

7

Beastlander. This item conceals the natural scent of the wielder and alters the weight perception of the wielder’s tracks.

8

Bytopian. This item functions as Tinker’s Tools – even if it does not appear like it normally would be able to do so – and the wielder is proficient in using this item for that purpose.

9

Carcerial. Whenever the wielder is afforded an opportunity to cheat or lie, the item heightens the wielder’s urge to do so.

10

Celestial. This item doubles as a holy symbol for any good god, even though it does not bear the symbol openly.

11

Elysian. This item can be utterly destroyed beyond repair to immediately cast remove curse as an action.

12

Ethereal. This item acts as a charm on the Ethereal plane, becoming utterly destroyed to prevent the death of the wielder when on the Ethereal Plane.

13

Gehennan. This item cannot be destroyed by lava or extreme heat, and provides the wielder with advantage on Charisma (Deception) skill checks when the wielder attempts to convince others of a harmful plan or scheme.

14

Hadean. This item allows all Wisdom (Insight) ability checks made against the wielder to be made with disadvantage.

15

Limbonal. This item will glow faintly within 120 feet of any slaadi or gith – though which one it currently detects is random.

16

Mechanusian. This folds up into a perfect 3” cube.

17

Outlandish. This item allows the wielder to determine the nearest location of a Gate Town.

18

Pandemonium. The wielder of this item is not impeded by strong winds, and provides the wielder with the ability to shed light equal to a candle as a bonus action – though this light is only visible to the wielder.

19

Ysgardian. After performing any Strength (Athletics) or Dexterity (Acrobats) ability check, scoring a critical hit, or reducing a creature to 0 hit points you may spend your reaction to allow your voice to carry clearly for 300 feet – provided you boast about your deed.

20

Roll twice, rerolling any additional 20s.Abyssal. This item emits a faint sulphurous odor, and emits a thrill of exhilaration to the wielder when a known law is broken.

21

Acheronal. This item slowly consumes any blood that is present on it, leaving no trace of it behind.

22

Arboreal. This item allows the user to determine if food or water is naturally safe for the user to consume.

23

Arcadian. When presented with the option to follow a law or rule, the item heightens the wielder’s urge to do so.

24

Astral. When this item is used in the Astral Plane, it acts as a navigation tool and imparts proficiency to its wielder.

25

Baatoran. This item emits a faint smoke at all times, and is either warm or cool to the touch, despite the ambient temperature.

26

Beastlander. This item conceals the natural scent of the wielder and alters the weight perception of the wielder’s tracks.

27

Bytopian. This item functions as Tinker’s Tools – even if it does not appear like it normally would be able to do so – and the wielder is proficient in using this item for that purpose.

28

Carcerial. Whenever the wielder is afforded an opportunity to cheat or lie, the item heightens the wielder’s urge to do so.

29

Celestial. This item doubles as a holy symbol for any good god, even though it does not bear the symbol openly.

30

Elysian. This item can be utterly destroyed beyond repair to immediately cast remove curse as an action.

31

Ethereal. This item acts as a charm on the Ethereal plane, becoming utterly destroyed to prevent the death of the wielder when on the Ethereal Plane.

32

Gehennan. This item cannot be destroyed by lava or extreme heat, and provides the wielder with advantage on Charisma (Deception) skill checks when the wielder attempts to convince others of a harmful plan or scheme.

33

Hadean. This item allows all Wisdom (Insight) ability checks made against the wielder to be made with disadvantage.

34

Limbonal. This item will glow faintly within 120 feet of any slaadi or gith – though which one it currently detects is random.

35

Mechanusian. This folds up into a perfect 3” cube.

36

Outlandish. This item allows the wielder to determine the nearest location of a Gate Town.

37

Pandemonium. The wielder of this item is not impeded by strong winds, and provides the wielder with the ability to shed light equal to a candle as a bonus action – though this light is only visible to the wielder.

38

Ysgardian. After performing any Strength (Athletics) or Dexterity (Acrobats) ability check, scoring a critical hit, or reducing a creature to 0 hit points you may spend your reaction to allow your voice to carry clearly for 300 feet – provided you boast about your deed.