The Perfect Employee
Conjuration (Creation or Calling)
Level:
Sor/Wiz 4
Components: V,S,M
Casting Time: 10 minutes
Range: 10 feet
Target: 1 structure
Duration: 1 day/level
Saving Throw: Special
Spell Resistance: No

Background: The creator of this spell is unknown today, but rumor has it that the spell was created by a powerful archmage bent on finding a magical means of obtaining gold without taking time away from his research.  At that time, the archmage had a Karn apprentice who was more trouble than she was worth.  She was extremely clumsy, usually breaking things, stumbling into shelves of books and making one general castasrophe over another.  She was also incredibly forgetful and would mess up low-level spells and every day instructions no matter how well explained.  Above all else she was extremely eager and hyperactive which turned into a deadly combination.  So this archmage decided that he could magically enhance his apprentice in order to eliminate her forgetfulness, clumsiness and also make her as efficient as possible.  When the archmage first cast this spell upon his apprentice nothing happened.  At first he believed that something had gone awry, that somehow he had botched the spell during it's initial creation.  However, after a few days he started to notice that her skills began to sharpen and she became more attentative.  She still remained a bit clumsy, but not as much as before, and any improvement was welcomed.  When the spell's original duration ran out, his apprentice dissapeared, no where to be found.  He tried all means of locating her.  He used his most powerful divination spells, but she never turned up.  He became fearful that the spell's energies winked her out of existance until he finally decided to try the spell again.  When he cast the spell a second time, his Karn apprentice returned to him, though his time completely ignorant of who he was and what she needed to do.  After a single day of instruction the apprentice followed his orders precisely and with flawless interpretation.  At the end of the spell's second duration, the Karn apprentice approached him and demanded her wages in a kind manner.  Finding this a bit odd (as his apprentice never asked for wages) he paid her 1 single gold coin for her services.  She stuck it in a side pouch of her's and vanished for the second time.  When she vanished, the coin that he had paid her appeared directly within his hand.  The archmage was a bit disturbed that he had enslaved his apprentice to spell, but realized that he had crafted a means to solve all his money troubles.  The archmage went from shop to shop casting his spell for all his neighbors, and sure enough at the end of the duration of each casting the archmage gained enough gold to continue with his research uninterrupted and with a competant apprentice to call upon at his whim.
     Then one day the archmage's retreat was raided by a group of thieves who took his spellbooks and sold them to the highest bidder.  Soon, the archmage's spell was scattered throughout the planes and many made use of the Karn apprentice for work, however something began to happen...  The Karn apprentice became increasingly forgetful, she became more clumsy and her hyperactivity along with her eagerness came out in full force.  The Karn's efficiency began to degrade with each casting of the spell until finally the spell became more disasterous than beneficial.  Some proposed that the spells energies are falling apart, but some say that with each casting of the spell the Karn apprentice's essence is split between each incarnation.  And that each incarnation shares the same amount of knowledge that gets jumbled up with the other instructions of past and current incarnations.  Reguardless, the spell has now turned into a quick money making scheme by desperate wizards, or as a sick joke on unsuspecting merchants.  Reguardless in how the spell is used today the trapped Karn apprentice named "Pris" is now known as the bane of all merchants.

Spell Description:
Casting of this spell summons the archmage's Karn apprentice named Pris.  By obtaining the permission of the owner of the structure (as said in the material components) Pris is granted full run of the building no matter how large and can automatically open every door no matter if its magically locked or sealed.  Upon the first day of casting, Pris will remain silent with hopes of learning as much about the trade or building happenings as possible.  Then on the following days, and until the duration runs out, Pris will follow through with managing the trade or building to the best of her abilities.  This takes the form of forgetting what the customers want, forgetting where she works or what she is supposed to be doing or saying and often times occus in mid action or conversation.  She will break important objects and make epic feats of dexterity to save worthless ones.  Prices may be either too high or too low, or messengers/employees may be sent for for no particular reason.  Pris may ask for your order and bring it to a seperate table or give you something completely random.  All in all, Pris will work as unefficiently as possible and cause a number of damages through either accident or forgetfulness. 
     Pris cannot be harmed magically or physically in any shape or form, blows seem to whoosh over head at the very moment she bends down to pick a copper piece off the floor; or she seems to be standing in the very place where the fireball did not strike.  Nothing short of razing the entire structure will terminate the spell prematurely, in which case Pris will get up, brush the dust off her clothes and ask for her wages. 
     At the end of the duration of the spell, Pris will return to the owner of the structure and demand her wages in the nicest way possible.  If refused, Pris will follow the owner and bug them relentlessly until they pay the wages (after a few nights of being unable to sleep most give in) and once paid she deposits the coins into her pouch and vanishes.  Those coins then directly appear in the container that was designated at the spells casting.  Pris however, does not discriminate on what amount of pay she should recieve and vanishes as long as she has a coin to place in her pocket.   
     The spell can never be dispelled or ended prematurely except in the conditions noted above.  The spell should be treated in all respects as a curse instead of a normal spell in regards that the spell must run it's natural course.
   
Material Component: The spell must be cast inside a building or structure and the wizard must obtain the permission of the structure's owner (achieved by either persuasion or trickery). The owner must also know what spell is being cast, not nessesarily it's effects.  Also, a container of sorts must be designate as the receptical for Pris's wages.  The material components are a Karn's Coath Tail and a pair of manacles.