Power Symbiont
Fine Aberration
Hit Dice: 1d8 (3 hp)
Initiative: –4 (–4 Dex)
Speed: 1 ft.
AC: 9 (+8 size, -4 Dex, +1 natural)
Attacks: None
Damage: None
Face/Reach: 2½ ft. x 2½ ft./0 ft.
Special Attacks: None
Special Qualities: Detect Magical Aura, Reflect Magic
Saves: Fort –2, Ref –4, Will –2
Abilities: Str 2, Dex 2, Con 6, Int 3, Wis 3, Cha 5
Skills: Hide +4, Spot +1
Feats: None
Climate/Terrain: Any
Organization: Group (1–12)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: None

    Power symbionts are the bane of all spelljamming farers. They do nothing but rob the power from various magical items on the ship. These creatures have been found on various planets, as well. This has created a dislike for spelljamming in some areas.
    A power symbiont is a creature that looks very much like swamp fungus. It is dark brown in color, unless it is currently feeding on magical emanations (during which process it is rust colored). They breed asexually once they have grown to twice their standard size of ¼ inch in diameter.

    Combat: These creatures have no physcal attack forms whatsoever. Their supernatural ability to turn magic back upon its wielders resets the balance.

    Reflect Magic (Su): These creatures reflect spells cast at them back to the source, with no diminution of strength. This can be an advantage to a ship infested by power symbionts. If a ship is magically attacked and a symbiont is in the spell effect, the spell is reflected back to the attacking ship. In a case like this, neither the caster nor the attacking ship receive any Dexterity or SR bonus to the saving throws.

    Detect Magical Aura (Su): Power symbionts can sense the auras of magical items from 20 feet away. Once a magic is detected the power symbiont moves straight toward it. If they sense another aura as they travel toward the first, it is ignored, unless it is a stronger aura. They continue this way until they find the most appetizing item. They then attach themselves to the item and begin feeding (i.e., Drain Magic).

    Drain Magic (Su): Power symbionts feeds on magic items, it consumes/drains one charge per round. The total number of charges in a magical item can be computed from the following list:
Charge Drained
 Item
1
 per plus of a weapon
1
 per charge of a rod, staff or wand
1
 for semi-empathy
1
 per Intelligence point
1
 per language known
2
 per Ego point
2
 per primary ability
2
 for empathy
3
 for speech
4
 for telepathy
6
 per extraordinary power
10
 per special purpose
12
 per special purpose power

    Once the item has lost all charges the power symbiont dispatches 1d8 infant symbionts to search for another source of magical energy. The rest of the symbiont dies, hardening in one day to a hard, brown lump. If the symbionts that have been dispatched from the drained item cannot find another magical source within one week, they traverse the gravity plane of the ship and throw themselves back into wildspace. If they happen to enter the phlogiston, they die immediately.

In the Spheres
    These creatures may be found in together only where there are sufficient magical emanations to warrant more than just a few. They are unable to move quickly, and can only hope that the ship actually scoops them up with its gravitational pull.


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©2002 Wizards of the Coast, Inc.

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Power Symbiont, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Power Symbiont ©2002, Flits3