does explosive danger destroy the spores it detonates?


Rules Questions

Second Seekers (Jadnura)

1 person marked this as FAQ candidate.

The biohacker theorem "explosive danger" says you can detonate the spores you created with "fruitful danger". This seems to imply that those spores are the fuel for the explosion. However the text never mentions the effect from fruitful danger going away, or even that you can only detonate a given cluster once.

rules text:

explosive danger wrote:
As a move action, you can detonate the toxic spores of a mushroom cluster you have created with the fruitful danger theorem (see above). The explosion deals 2d6 fire damage to each creature within 10 feet of the cluster’s original square (Reflex save for half damage). At 8th level, you can spend a Resolve Point to add damage to the attack equal to your biohacker level and push creatures 5 feet away from the cluster’s square (a success on the Reflex save negates this movement). This movement doesn’t provoke attacks of opportunity, and any creature unable to move into an empty space does not move. You must have the fruitful danger theorem to choose this theorem.
fruitful danger wrote:
As a full action, you can use a ranged injection weapon to cause the sudden eruption of a toxic mushroom cluster in an empty square within the first range increment of the weapon used. Large mushrooms sprout in the square and release toxic spores in a 10 foot radius. Any creature who starts its turn in or enters the area takes 2d4 acid damage, plus 2 damage per biohacker level (Fortitude save for half damage). The mushroom cluster lasts for 1 round per biohacker level and causes the original square (not the entire area) to become difficult terrain. You can’t use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.

My personal interpretation is that RAW you could detonate it as often as you like while the duration lasts, even twice per round. But RAI the area should disappear after detonation. Or at least be limited to one detonation per cluster


The way I'd play it is that detonating the spores consumes them. But since fruitful danger has a duration, the spores will replenish at the start of your next turn. So, for the time period between detonation and the start of your next turn, the spores have been cleared out, and the only effect of fruitful danger is difficult terrain until new spores are released.

So I'd allow multiple detonations, but just once per round due to the spore refresh rate.

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