Elemental Weapons

The power of these weapons can be activated with a gesture or switch. To activate or deactivate an elemental weapon, you must be holding it.

Flaming Greataxe (Very Rare): As an action or free interaction, you can activate the magic of this greataxe, which lasts for 1 minute or until you use another action or free interaction to deactivate it. While the effect lasts, the Flaming Greataxe is wreathed in flames which shed bright light in a 4-square radius and dim light for an additional 4 squares. Any target that takes damage from the activated greataxe suffers an additional D4 fire damage.

Once the Flaming Greataxe has been activated, it must roast in a fire for at least 8 hours before it can be activated again.

Ice Lance (Very Rare): As an action or free interaction, you can activate the magic of this lance, which lasts for 1 minute or until you use another action or free interaction to deactivate it. While the effect lasts, the Ice Lance emits frigid energy. Any target that takes damage from the activated lance suffers an additional D4 cold damage.

Once the Ice Lance has been activated, it must be immersed in water, snow, or ice for at least 8 hours before it can be activated again.

Thunder Hammer (Very Rare): As an action or free interaction, you can activate the magic of this warhammer, which lasts for 1 minute or until you use another action or free interaction to deactivate it. While the effect lasts, the Thunder Hammer loudly booms. Any target that takes damage from the activated warhammer suffers an additional D4 thunder damage.

Once the Thunder Hammer has been activated, it must rest under a pile of rocks for at least 8 hours before it can be activated again.

Twilight Dagger (Very Rare): As an action or free interaction, you can activate the magic of this dagger, which lasts for 1 minute or until you use another action or free interaction to deactivate it. While the effect lasts, the Twilight Dagger emanates waves of shadow. Any creature that takes damage from the activated dagger suffers an additional D4 psychic damage.

Once the Twilight Dagger has been activated, it must rest uncovered in a place of darkness (outdoors at night, for example) for at least 8 hours before it can be activated again.

Zephyr Bow (Very Rare): As an action or free interaction, you can activate the magic of this bow, which lasts for 1 minute or until you use another action or free interaction to deactivate it. While the effect lasts, a gentle breeze swirls around the Zephyr Bow. When you make a Fighting test as a part of a ranged attack with the activated bow, you can reroll one of the dice once (before the outcome is settled) and choose whether or not to use the new roll.

Once the Zephyr Bow has been activated, it must rest outdoors in a high place (in the branches of a tree, for example) for at least 8 hours before it can be activated again.