With Planescape: Adventures in the Multiverse, there's a ton of information on Planes and the Outlands and adventures to be had. One of the most interesting things to apply for this adventure and any of them are the spells and magic items added that you can use in any Dungeons & Dragons adventure.

Dungeons & Dragons: Everyꦡ Gate–Town♔ In Planescape: Adventures In The Multiverse, Ranked
Which gate-town will your party explore ﷺfirst? Be careful; there's a secret behind every area.
While there aren't too many additions, there are some very significant ones. With two new magic spells and some extra magic items you'll find in the Outlands and in Sigil, we rank them all to see which are the most interesting ones to use as you play through your next adventure.
5 P🔥ortal Compas🏅s
A simple magic item, but one that is quite useful when traveling thr🍰ough different Planes, the Portal Compass will point you to the direction of the last portal it passed through, as long as that portal and the compass are on the same plane of existence.
If, for whatever reason, you aren't on the same plane, the compass will stay static until the next portal you pass through. While it'll definitely be useful when traveling through gate-town and portals in Planescape, it may not be on the top of your list of essential magic items in Adventures in the Multiverse.
4 ꦕWarp Sense
A concentration spell perfect for Planescape: Adventures In The Multiverse, Warp Sense essentially allows you to find portals. As long as the portal is within 30 feet of you, you will be able to get a feel for where they are, whether they've been recently used or not. While planar travel is rampant in the Multiverse, being able to spot a plane will help you figure out where to go next, or track down someone.
Warp sense also allows you to study the portal you find while using it. With a successful check, you can learn speci🀅fic information about the portal, such as its destination. This spell is great for a portal-heavy campaign, however, aside from that instance, it may not be the best choice to use a prepared spell slot on for a second-level spell. Warp Sense is only available for sorcerer, wizard and warlock classes as a divination spell.
3 Mimir
Covered with etchings of planar sigils, the Mimir is a skull-shaped device that floats near its user when being used. While it's floating in the air near you, you can ask the device to reveal the lore of an object or person you choose by casting the Legend Lore spell. Once used, the Mimir will recite the lore aloud for you, granting you all the knowledge you need about a situation or object.
The Mimir also has knowledge of the planes, granting the user answers to any questions posed regarding them to the best of its ability. 🍸This works while the Mimir is floating and in use. Be car🍬eful, though; it can easily be grabbed or stolen by someone while it floats. You can at least use a bonus action to stow the Mimir back into your bag before someone else takes it. The Mimir is definitely situationally useful, but not the best item from the book.
2 Sensory St𓆏one
Great for both roleplaying and everything else in between, the Sensory Stone works well as a supplemental magic item. The Sensory stone holds the essence of a sensory experience. What is that exactly? This smooth stone allows you to touch it and experience a sensation as if it happened to you. It also works on someone else. However, no matter how real the experience feels, it cannot hurt you, and it's a short feeling.
You can use two actions with the stone, one to r🅷ecord the sensation inside of the stone, the other to draw on its magic to end specific conditions. Be careful, though, because ending conditions will de♛stroy the stone. Whether for roleplay purposes, if you want to make a dangerous feeling or a pleasurable one, or whether you want to trick an enemy in combat, the Sensory Stone is useful but can be situational. The best part is the sensations are at the whim of your imagination.
1 Gate Seal
A perfect spell for going after an enemy, Gate Seal will seal off a gate or portal within the spell's range. It'll close all portals, and they can't be reopened for the duration of the spell. This includes any type of similar plant spells such as Gate or Plane Shift. The spell lasts for a full 24 hours, so it's well worth casting in an area that's most beneficial, such as a gate-town, and disabling the portal there temporarily.
Another situational spell, and somewhat steep for a fourth-level choice, Gate Seal is the ideal option when dealing with enemies that like to portal or teleport away, or even players who like to blink out of existence to avoid combat. It's not a concentration spell and will be cast on a specific area, so you can plan it out perfectly before casting. Beware, though, there is a one-minute casting time to contend with, so don't think you can use it during battle. The spell is only available for sorcerer, warlock, or wizard classes as an abjuration spell. While situational, Gate Seal can really be a boon when used properly.