I like it! Now we just need to modify it to fit the Air Elemaster upon which we're currently working.
Better to burn out than blow away!
I'll do you two better. It still needs a caster level and a save DC:
Master of Air Magic (Sp): Elemasters can cast spells as spell-like abilities with a caster level of X. An air elemaster can not cast spells that have the Earth descriptor spell or are opposed in alignment. At will, an air elemaster may use any spell that either has the Air description, is a core divine spell from the cleric spell list or is in the Creation, Air or Weather domains (its Creation domain has
whispering wind as the 1st level spell instead of
create water). An elemaster may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for these spells is Y + spell level (10 + spell level + elemaster's Charisma bonus). Air elemasters tend to favor spells such as
elemental swarm (air), control weather and
whirlwind.
Master of Fire Magic (Sp): Elemasters can cast spells as spell-like abilities with a caster level of X. A fire elemaster can not cast spells that have the Water descriptor spell or are opposed in alignment. At will, a fire elemaster may use any spell that either has the Fire description, is a core divine spell from the cleric spell list or is in the Creation, Fire or Sun domains (its Creation domain has
flare as the 1st level spell instead of
create water). An elemaster may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for these spells is Y + spell level (10 + spell level + elemaster's Charisma bonus). Fire elemasters tend to favor spells such as
elemental swarm (fire), firestorm and
meteor swarm.
Master of Earth Magic (Sp): Elemasters can cast spells as spell-like abilities with a caster level of X. An earth elemaster can not cast spells that have the Air descriptor spell or are opposed in alignment. At will, an earth elemaster may use any spell that either has the Earth description, is a core divine spell from the cleric spell list or is in the Creation, Earth or Strength domains (its Creation domain has
magic stone as the 1st level spell instead of
create water). An elemaster may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for these spells is Y + spell level (10 + spell level + elemaster's Charisma bonus). Earth elemasters tend to favor spells such as
elemental swarm (earth), transmute rock to mud and
earthquake.
Master of Water Magic (Sp): Elemasters can cast spells as spell-like abilities with a caster level of X. A water elemaster can not cast spells that have the Fire descriptor spell or are opposed in alignment. At will, a water elemaster may use any spell that either has the Water description, is a core divine spell from the cleric spell list or is in the Creation, Water or Weather domains. An elemaster may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for these spells is Y + spell level (10 + spell level + elemaster's Charisma bonus). Water elemasters tend to favor spells such as
elemental swarm (water), control weather and
fog cloud.