Whisper's Nefarious Spell Crystal Summoning
(Conjuration/Summoning)

Range:  60 yards + 10 yards per level
Components:  V, S
Duration:  Special
Casting Time:  2
Area of Effect:  Special
Saving Throw:  Special

This spell creates a gate to one of the outer planes, and calls forth a spell crystal, which is subsequently shot at the target. A spell crystal is the physical manifestation of a summoning spell on the outer planes. Upon touching it, the target is automatically transported to the spot from where the original summoning caster was trying to summon some creature from the outer planes. This particular spell is tailored towards the lower planes, thus the creature successfully hit by the spell crystal will most likely end up under the control of some wizard who is attempting to summon a demon or devil for some dark purpose. The original purpose of the conjuring spell that created the spell crystal before it was plucked away by the casting of this particular spell should be up to the DM, and could be almost anything, limited only by the imagination of the DM.
There is no saving throw against the effect of the spell itself, though magic resistance could possibly negate the effect. However, there is a saving throw to see whether the target individual can dodge the spell crystal. A successful Dexterity check is needed with a -10 penalty. If the target is missed, the crystal will fly on to hit another target, if another target is available. If hitting a wall, the crystal could bounce and hit other bystanders, including the caster of the spell. The DM should make a ruling in that case using the rules from the Dungeon Master's Guide for missed missiles and grenade-like objects, or whatever reasonably randomized method the DM likes to use to see who gets hit, as the crystal will remain in existence until a suitable, intelligent being is caught.
Even if the target is hit, he will get another saving throw, not to resist the summoning, but to see if he successfully resists the control of the summoning wizard. If making that saving throw, he will still appear at the site of the original summoning, but will not be forced to do whatever the summoner demands (not by the spell itself, that is: if facing some big-ass nasty wizard-type person, you may still want to obey just so he does not decide to kill you, but hey, such is life).

