Summon Nishruu

Summon Nishruu calls forth a magical being called a Nishruu that feeds on magical energy. It will attack the nearest spell caster (divine or arcane), and while its unique weapon does no damage, it removes one memorized spell per successful hit as well as one item charge from all items worn by the target, equipped or not.
==Description==
==Notes==
*Some enemy NPCs will cast spells via scripts (i.e., "forced cast").Force Cast Therefore, using a nishruu against a forced spell-casting will have little effect.
*A Nishruu's attack is nullified by Protection From Normal Weapons, Mantle, Improved Mantle and Absolute Immunity
*AC -9 against piercing attacks will ensure the Nishruu will only touch its target on critical hits.
*Summoned creature may be instantly slain by Death Spell and Death Fog.
*Dispel effects might also work in killing the creature.
*Summon Hakeashar is a more powerful variant.
===Item Drains===
Rules for draining items aren't clear. For example:
*With the Staff of the Magi, one charge of each ability is removed per successful hit
*With the Cloak of the Sewers, one charge of one ability is removed
*With the Ring of Gaxx, Gem of Seeing or Glasses of Identification, no charge appears to be drained
Wands whose charges are depleted to 0 through this means will be destroyed. Magical projectiles such as Melf's Minute Meteors are not drained. Items stored in a Bag of Holding are not drained.
==Where to obtain its scroll==
Category:Random treasure
===Baldur's Gate II: Shadows of Amn===
====Dropped by====
*Lehtinan
*Alchra Diagott (An imprisoned lich in Underdark).
====Sold by====
*Jayes 
===Throne of Bhaal===
====Sold by====
*Arcana Archives 
* Book Merchant 
===The Black Pits II: Gladiators of Thay===
====Sold by====
*Book Merchant 
==Mod content==
Spell Revisions mod has replaced this spell with the following spell, which is actually a replacement for Summon Hakeashar, and the replacement is a level 7 spell:
Summon Nishruu
Level: 7
School: Conjuration
Range: Long
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By casting the Summon Nishruu spell, the wizard calls into existence a magical being of considerable power, the Nishruu. At first glance, this appears to be some sort of mist, but upon closer examination the churning red mass of vapors and shapes moves with a life of its own. Drawn towards magic like a moth to the flame, the Nishruu feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. Nishruus do not use physical attacks, and they disregard physical attacks made on them, though these attacks can hurt them. Each time a Nishruu touches and wraps its tendrils around a target, it will drain magical energies from him. Excluding Banishment or a dispel magic, the Nishruu is completely immune to magic, and not only that, but magic will actually heal this creature. The creature will remain under the wizard’s control until reduced to 0 hit points, dispelled, or the spell duration expires.
Nishruu (9 Hit Dice):
STR -, DEX 10, CON 16, INT 13, WIS 15, CHA 13; AL Chaotic Neutral
HP 90, AC 10, THAC0 7, Saving Throws 8/8/8/8/8
1 Attack Per Round, Drain Magic (Contact +3)
Combat Abilities:
Drain Magic:
wizards lose one memorized spell, chosen at random from the highest spell level possible
any creature touched must save vs. spell or suffer feeblemindedness for 3 rounds
Special Qualities:
Absorb Magic: immune to magic, every spell cast against a Nishruu heals the creature by 1d8+1 hit points
Physical Resistance 50%
==Mod screenshot==
Summoned Nishruu 2.png|The unmodded game AI rarely uses the Summon Nishruu spell against the player. With the Sword Coast Stratagems mod they are much more commonplace if the party has a mage class party member in their group. The scripts look for mages to attack with the Nishruu creature.
==External Links==
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