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.