Placing the coins on the parchment surrounding the gem, you spend one hour reciting this spell. As long as you are on the material plane, a traveling salesman from Trevor's Trinkets will appear with a bag of holding, filled with standard traveling gear, as well as some magical items whose rarety is determined by the level the spell is cast at and the value of the coins and gem used in the ritual.
The DM rolls on a item table to determine what is available for sale. (DMG random loot table.) All items are priced properly and will not be bargained with, as the merchant has been given a strict price guide. Roll 2D4 to determine the amount of magical items available.
At the end of the one hour, the merchant disappears, taking all items not paid for in full. The spell ends early if an item is stolen, the merchant is attacked or feels threatened in any way.
Casting this spell at higher levels results in better gear for sale, and increases the cost of casting.
2nd : 3 copper + gem worth 10gp = common item
4th: 3 silver + gem worth 100gp = uncommon
6th: 3 gold + gem worth 500gp = rare
8th: 3 platinum + a diamond worth at least 1000gp = very rare.
On occasion, the merchant may be carrying a legendary item, roll a percentile dice and if you roll lower then the spell level, the DM may add in an additional legendary item of their choice.
* - (3 coins (varies by level cast), parchment, a gem which the spell consumes)
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