| bookrat |
First off, haunt siphons can only be used as a splash weapon after a haunt has been siphoned into it. No haunts around = no splash weapon.
The haunt siphon text says that when it is opened, it does damage to a nearby haunt. If it does enough damage to reduce the haunt to 0 HP, then the haunt is siphoned and can now be used as a splash weapon; otherwise, the haunt siphon becomes a non-magical bottle.
The text also says it can only be used in an area where a haunt is present.
Now is where you need a group or GM decision:
1) The haunt siphon activates without a haunt nearby, and acts the same as if it didn't do enough damage to reduce a haunt to 0 HP, converting it to a non-magical item.
2) The haunt siphon doesn't do anything at all, because it can only be used in a haunt's presence. It retains all its magical properties and can still be used to siphon a haunt.
I am more inclined to the latter, and that's how I would rule it in a PFS game.
Thod
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It is a one use item and opening = activating it - with no mention how long it stays potent.
I rule 1). A haunt siphon - once opened - is spend.
The reason behind this - otherwise you just run around with an open haunt siphon around your neck on a string - or some alternative place if you need the neck slot.
Best would be in my view to add a duration that you can have it open before it becomes useless - or that it loses 1d6 from its potency for each round open.
But I just can't see it stay active for as long as you want.
As book rat says - the description doesn't tell. It allows both interpretations.