|Editing:||Please feel free to edit constructively!|
|Conjuration (Calling) [Evil]|
|Components:||V, S, DF, XP|
|Casting time:||1 standard action|
|Range:||Long (400 ft. + 40 ft./level)|
|Effect or Area:||A gateway to a hungry elder evil and surrounding 60 ft radius|
|Duration:||Concentration, up to 5 rounds|
|Saving Throw:||Will partial and Will negates; see text|
|Spell Resistance:||No and Yes; see text|
You tear a hole within reality, allowing the elder evils deep within the far realm to catch sight of the delicious mortals just beyond. Within a 60 ft radius, you may force any one creature in the area to make a Will save or be pulled bodily into the far realm where some nameless horror devours them. On a successful saving throw, they still take 1d6 points of Wisdom damage from the experience of contacting something so paradoxically insane. Each time this occurs, all enemies in the 60 ft radius are subject to a confusion spell as if cast by you. This secondary effect allows for spell resistance and is a mind-affecting effect, Will negates.
You may retain concentration for up to 5 rounds, attempting to consume another target in range as a standard action. Once the spell is completed, your mind is immediately stricken with the power of the far realm. You take 1d6 points of ability burn to your wisdom, and you go insane as per the insanity spell, bypassing any mental protections or immunities you have (though it may be cured as normal).
XP Cost: 300 xp.