Whisper's Devilish Army
(Conjuration)

Range:  10 feet
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None

This powerful summoning spell causes the appearance of a full company of 20 spined devils (see the Monster Manual II), commanded by a barbed devil. This spell should only be cast by a wizard who is truly evil. If the caster is lawful evil, the creatures will obey the wizard unhesitatingly, if the caster is of another form of evil, they will still obey commands, but unwillingly, and have a 5% cumulative chance of turning upon the caster per devil that is killed in action while under the influence of this spell (this is per spell use, i.e. every new spell this starts at 0% chance).
Should this spell be cast by a neutral or good caster, the devils will immediately attack their summoner. They will fight until the barbed devil is slain, upon which the rest gates back to hell. The spell comes with one small problem. The devils will remain even after the spell duration is ended, they merely are no longer forced to do the summoners wishes (only if the leader, that is the barbed devil is still alive).
If the summoner is lawful evil, the devils will be neutrally disposed toward the caster, and will do whatever the DM wants them to do (leave, go rampage the countryside, whatever). However, they will be inclined to bargain with the summoner. Thus, if the caster wishes further services out of the devils, he will have to offer something (gold or gems are not accepted, only magical items, knowledge useful to their arch-devil masters, etc.). If the caster is another form of evil, he may have to bargain for his life. That is, the devils will attack the summoner unless appeased with gifts, similar as for lawful evils asking for further services. The material component is a barb or teeth of a barbed devil.

