Elemental Scepter

*Aura Faint Evocation; CL 1st; Weight 3 lbs.; Price 750 gp
*Proficiency Exotic; Type Light Melee Weapon; Group Flails
When wielded by most creatures, an elemental scepter is a poorly balanced mace, behaving in every way as a light mace that takes a -4 penalty to attack rolls. If the creature wielding the scepter has a spell or spell-like ability with the [acid], [cold], [electricity], or [fire] descriptors available to cast or use; or if they are currently in an Elemental Flux stance, the wielder does not suffer this penalty, and it behaves as its own type of weapon. It deals energy damage of the type associated with the wielder's active element. If the wielder does not normally have an active element, they may spend 1 minute concentrating while holding an elemental scepter they are proficient with to gain an active element for 24 hours. An active element gained in this way can only be changed to one for which the creature has a spell or spell-like ability with the appropriate energy descriptor available to cast or use.
If the wielder is proficient in both light maces and elemental scepters, they may treat it as a light mace for the purposes of feats and abilities, except for those where a weapon type needs to be selected (such as the Weapon Focus feat).
Elemental scepters are always masterwork. This is already figured into the presented price. Enhancement bonuses and melee weapon special abilities can be added to elemental scepters as normal.
Cost 	Dmg (S)	Dmg (M)	Critical	Range	Weight	Dmg Type	Traits
750 gp	1d4 	1d6 	20/x2 	— 	3 lbs.	Special 	Special
===Construction Requirements===
*Prerequisite Feats Craft Magic Arms and Armor; Spells One spell each with the [acid], [cold], [electricity], and [fire] descriptors; Cost 525 gp
Category:Weapons
Category:Magic Arms and Armor