well to illustrate
2 conjurers, 1 summons a chaos maruader, instantly barbarian, 1 summons another who turns out to be loyal and kills the first. end turn
the loyal maruader goes barbarian, i summon a 3rd, instantly barbarian, i summon a fourth, he's loyal, to kill the third, which he does, then i attempt to disband him hoping to keep him from going barbarian, no joy, he becomes a barbarian. fortunately 2 pyre zombies nerby are able to kill the 2 remaining marauders since they were weakened by the combat with their insta-traitor brothers.
so my summoner trait is absolutely useless with this spell since half the units don't last a single turn, and none more than 1 turn, much less 3.
i agree risky is interesting, the chance to go barb is fine, but if this is the norm and not just a random number generator fluke(which i incur quite often, so if thats what it is fine), i'd say its a little out of hand. it essentially makes the spell useless except as a barbarian spawner for either harrassing the neighbors without ill diplo, or spawning barbs to gather xp for your own units. i mean really it becomes an almost purely exploitive spell, with the risk that high, you would never use it except in a purely exploitive manner, that doesn't seem right to me at all.