Sounds good.
Does it need any more special abilities, or shall we move on to the remaining bits?
SRD said:Heat Aura (Su):
SRD said:A 10-foot-radius spread heat aura surrounds a lavawight. All creatures of the fire subtype in the field (including the lavawight) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to fire damage take 2d10 points of fire damage each round they remain within the heat aura.
Something like this:Elemental Aura (Su): A 100-foot-radius spread aura surround an Elemaster. All creatures of the same Elemental subtype as the elemaster (including the elemaster) are treated as if having turn resistance +6 (where appropriate) and fast healing 10. Creatures without immunity to to air/earth/fire/water [delete as appropriate] effects take 2d10 points of electricity/bludgeoning/fire/acid [delete as appropriate] damage each round they remain within the aura. The elemaster can exclude creatures from its aura's effects in any number or combination as a free action.
I also fancy some kind of unique attack ability. Either a separate ability for each Elemaster or elemental variants of the same ability, or both. Here's a suggestion:Elemental Transubstantiation (Su): X times per day, an elemaster can turn all objects and corporeal creatures in an area up to Y in extend into elemental substances of its own type - e.g. an Earth elemental can turn air or water into gravel. This power has no effect on creatures of the same elemental subtype as the Elemaster. Affected targets are entitled to a DC X Fort? save to resist the transformation. The elemaster can choose to make this transformation fatal to corporeal creatures (e.g. an air elemaster literally evaporates its opponents) or transform them into elemental creatures by applying the Z template, such creatures are affected by an elemasters' master elemental power (see below).
The "Z template" is probably just "target's type becomes Elemental or Outsider with the same subtype as the Elemaster, all other abilities remain unchanged".
They ought to be able to command elementals as well:Master Elemental (Su): An elemaster can turn or destroy elementals or outsiders of the opposite subtype (e.g. water for a fire elemaster) as an evil cleric rebukes undead. An elemaster can turn, rebuke, command, bolster or destroy elementals or outsiders of its own elemental subtype as a good cleric turns undead or an evil clerics rebukes undead (unlike mortal clerics, an Elemaster is able to both turn and rebuke its subjects). Master elemental does not affect other elemasters. Elemasters can use master elemental as many times as it wishes.
Some kind of "high level summoning" that's more powerful than the elemental swarm Elemasters can use at-will would also seem to be in order:Summon Elemental Court (Su): An elemaster can summon [some combination of Elder and Primal elementals] per day. This ability is the equivalent of a Xth-level spell.
Elemental Transubstantiation (Su): X times per day, an elemaster can turn all objects and corporeal creatures in an area up to Y in extend into elemental substances of its own type - e.g. an Earth elemental can turn air or water into gravel. This power has no effect on creatures of the same elemental subtype as the Elemaster. Affected targets are entitled to a DC X Fort? save to resist the transformation. The elemaster can choose to make this transformation fatal to corporeal creatures (e.g. an air elemaster literally evaporates its opponents) or transform them into elemental creatures by applying the Z template, such creatures are affected by an elemasters' master elemental power (see below).The "Z template" is probably just "target's type becomes Elemental or Outsider with the same subtype as the Elemaster, all other abilities remain unchanged".
I like this one, but might want to work on it a bit. For templates, I'd favor the element creature templates, which are unfortunately not in the SRD.![]()
Based on my suggested "elemental hierarchy" above, I'd like to leave out primal elementals. Definitely elders, and an underbar for elemental monoliths (the Gargantuan ones between elders and primals). To toughen 'em up, we could let 'em summon 48-HD elder elementals (fully advanced).
Master Elemental (Su): An elemaster can turn or destroy elementals or outsiders of the opposite subtype (e.g. water for a fire elemaster) as an evil cleric rebukes undead. An elemaster can turn, rebuke, command, bolster or destroy elementals or outsiders of its own elemental subtype as a good cleric turns undead or an evil clerics rebukes undead (unlike mortal clerics, an Elemaster is able to both turn and rebuke its subjects). Master elemental does not affect other elemasters. Elemasters can use master elemental as many times as it wishes.
This is all looking quite interesting. But Master Elemental needs some revision since evil clerics don't turn undead.
Master Elemental (Su): An elemaster can turn or destroy elementals or outsiders of the opposite subtype (e.g. water for a fire elemaster) as a cleric turns undead. An elemaster can turn, rebuke, command, bolster or destroy elementals or outsiders of its own elemental subtype as a good cleric turns undead or an evil cleric rebukes undead (unlike mortal clerics, an Elemaster is able to both turn and rebuke its subjects). Master elemental does not affect other elemasters. An elemaster can use master elemental as many times as it wishes.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.