You know, if there aren't, I'd write them in anyway. But checking ye olde SRD:
Originally Posted by SRD
From the spell Pyrotechnics, Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
Originally Posted by SRD
From the Environment section, Forest Fires, Smoke Inhalation: Forest fires naturally produce a great deal of smoke. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Also, smoke obscures vision, providing concealment to characters within it.
Not like this is going to happen every round, but Smoke does grant concealment if nothing else, if it's thick enough. I see what you mean about the heat bit being integral to inner rage, but bear with me for a second, because I'm going to argue with you about what you wrote, which is a little ironic, but don't get offended, it's meant as a question, not a personal challenge. With that caveat.
We have a Paladin build who is very reflective of the Element that it encompasses; i.e., Water. Water grants it healing, as though it were a deity, because the world got tossed into a giant blender with liberal helpings of Elements. In my original volley of questions to you, we had established that the Elements, in a way similar to ... Titans, if you will, to borrow from the film Hercules for a second - borrow/take interest in the people in the world around them. So my understanding of your original vision was to really raise these classes outside of the norm and turn them into something both more refined and better defined.
You took the core Paladin, and turned it into something inherently cooler and that really fit into your world. The other two classes have seemed to lack the same 'punch' - they don't stand out quite as much as the first one, and that's why I've been more critical here than there. Bearing in mind, it's your world, you built it, I'm just tossing my coppers into the ring based on how I understood it from you in my initial posts. All of it is extremely well thought it, and if you want to keep it low-key, by all means, keep it low-key. But it seemed to me you were taking the non-standard classes and giving them something that really set them apart and made them integral to the world, instead of a couple of minor tweaks.
So that's where I'm coming from and why I'm over there in the first place.

Obviously I want to help you achieve your vision for how this world will work, and as we discussed with your Ranger, they weren't as heavily modified as the Paladin (I will go double-check, I read your post). What I'm suggesting is that you just take this to its logical conclusion. Don't end their progression with them turning into elementals (although, if the world is far enough gone, that'd be an option) but consider that your concept is about this merger; how would long-term exposure affect people?
That's where I was going.
Nyaricus: We disagree at times. That's what keeps my day interesting.
