Powers and Limitations (Elemental) (EAFW)

Regardless of alignment, allegiance, or patron, all clerics are granted certain common powers and are also given certain limitations. If a cleric is in disfavor with his or her patron, granted powers may be temporarily or permanently revoked. The powers include the following:
* Turning undead. Because the undead, by their very nature, lie outside of the natural dominion of the cycle of life and death, the elementals consider them to be abominations. All elemental clerics may turn undead. Evil clerics may control undead as usual, but should eventually return them to the ground in order to fulfill their agreements with the elemental planes.
* Followers. The peculiar nature of the pact prevents elemental clerics from gaining followers. In any case, the elementals and paraelementals are simply too weak to adequately empower a mass of individuals. Of course, some characters may well have henchmen, or rally a few others to their cause through chance, circumstance, and good roleplaying.
* Element effects. Elemental clerics may ignore the physical effects of their element after they reach the 5th level.
* Gate abilities. A cleric may gate material directly from the plane of his or her elemental or paraelemental after reaching the 7th level. There are two basic rules:
# The element gated will be in its purest, most basic form. Earth will be dense stone, water will be pure, fire will be flame, and air will be in the form of a tremendous, cyclonic wind.
# The element may be summoned to any point within 50 feet of the caster. If the summoner has miscalculated, the gated material will arrive at exactly 50 feet, in the appropriate direction. It can appear anywhere from ground level to a point 50 feet in the air. It may be directed to a very specific point, such as directing water over an empty jug, but cannot be summoned into or summoned to surround any other item or being. Water, for example, could not be summoned into the jug. Wind may have any orientation but will last for only one round. All other gated material is permanent. The gating ability may only be used once per day.
* Optional Granted Power: Sacrifice. When an elemental cleric reaches 5th level, he or she may be given a power that is sometimes more of a curse than a blessing. Because this power has a negative effect on the character, it is presented as an optional rule. More experienced players and those who want to develop their preserver characters are encouraged to use the sacrifice ability.
When invoked, this granted power allows the priest to sacrifice himself for the land. Any time a cleric is within a defiler's magical destruction radius X 2, he may substitute his life force for the spell's energy. In game terms, the cleric loses I hit point for every level of the spell he is trying to energize. When the cleric makes this sacrifice, the land will suffer no ill effects. If he should come up short, the priest loses all remaining hit points and whatever remains is taken from the land.
Sacrifice is an extremely altruistic action, and the elemental lords truly appreciate those who take this course. In addition, it is good role-playing. As a reward, the DM should give the character 100 experience points for every hit point lost in this manner. There are no penalties should a priest fail to sacrifice himself for the land or his element, unless it causes him to violate his pact.