I was mainly concerned about the divine rank and "Though of "trainee Hierarch" status, the elemasters cannot progress further, and can never become Full Hierarchs."
Still, I'm fine with 85+ HD (Colossal).
I'm not sure where you got +2 from, but I'm content with CR 42, even if your reasoning is a bit silly.![]()
Added earth elemaster to Homebrews.
While doing so, I noticed we missed a few things in the air elemaster...
Transformed objects in the area can be used to form a structure of any shape the elemaster desires, the structure resembles a permanent solid fog surrounded by a permanent wind wall, and have Y hp per 5-ft. square. Treat this structure as a permanent magic item; it is not affected by dispel magic or break enchantment and is immune to effects of the elemaster's type. It takes a mage's disjunction spell or more powerful abjuration to destroy the structure (which is CL 84 and has a +Y on all its saves).
I dug through the epic spells, and can't find a good example for epic wind/epic solid fog -like effects.
I'd say it would take at least a gale force wind.
I was thinking the same.
How about Hurricane Winds do 1d6 damage to each section of the solid air per minute and Tornado winds do 1d6 damage to each section per round?
Sounds good! So where does that fit into the writeup?
Uhh, Dire Charge is always good if it qualifies.

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