Rain Clerics (EAFW)

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Of the paraelemental champions, only those of rain are welcomed by the general populace and the more common elemental priests. They share the same basic goals as elemental clerics of water, and are often in direct conflict with the paraelemental orders of sun and magma.
==The Pact of Rain==
The creatures of rain wish only to return their patron's cool caresses to Athas. To do this, the forests that protect and hold the world's water must return. Clerics of rain are required protect existing forests, and to plant and encourage the growth of new ones.
==The Champions of Rain==
There are other places where the foliage of the earth encourages champions to protect them with life-giving rain, but the vast majority of rain clerics come from the Forest Ridge. Many of these champions are renegade halfling shamans who hide in the seclusion of relative paradise, but others are priests who wish to protect these places from ruin by defilers and those who would harm them.
Still others take on the more difficult task of wandering the Tablelands, using every possible method to try and raise small patches of forest in the sterile landscape. These men and women meet with failure every day, and frequently take out their frustrations by raising terrible storms aimed at anyone who crosses them.
==Granted Powers: Major==
Third-level priests of rain are completely immune to the natural power of storms. They cannot be struck by lightning, they aren't bothered by constant wetness, and they feel terrible winds as if they were comforting breezes. Magical storms and lightning bolts are unaffected by this ability. Unfortunately, the beating sun evaporates moisture faster than most can create it, and rain clerics have a —2 on all saves made in direct sunlight, due to discomfort and dehydration. This modifier applies to all saving throws, as long as the cleric remains beneath the rays of the sun. The only exceptions to this are saves made against water or rain spells. These have no modifier, and the priest is allowed his normal chance to save. If not in direct sunlight, the priest receives a +2 save vs. attacks of rain or water.
At the 5th level, the cleric gains the ability to ignore the presence of rain. He is slowed by neither rain nor mud. All others move at half speed in anything but a light drizzle, and fight at-2.
The cleric can gate in 1 cubic foot of rain for every level above the 6th. When a cleric invokes this ability, a small storm cloud slowly materializes at any point up to 50 feet from the caster, and it begins to rain. Any magical or natural fire under the cloud is instantly smothered, in direct proportion to the amount of rain summoned. One cubic foot of rain is enough to extinguish 1 square yard of flame.
The cooling rains harden magma in the same proportion that they extinguish flames.
The rain lasts for one round, although the water lying on the ground will evaporate naturally.
At the 8th level, rain clerics can call forth lightning upon their foes. This functions exactly like the 3rd-level priest spell call lightning, and can be used once per day. Note that there must still be a storm in the area, as described under the spell description for call lightning. The storm cloud summoned when gateing in rain from the paraelemental plane will provide enough raw material for this ability, although it would have to be used in the round after the gated rain arrived. Any delay means the tiny storm cloud has evaporated.