Know and be in your element.
Since time in memorial, the elements were the building blocks of the world. From it, comes the raw primal force of the arcana.
Level 3
Spell Cauldron.
When a damage type that is Fire, Cold, or Lightning is inflicted, you can use your reaction to collect the residue and add it to your Spell Cauldron, even when you cast it. Record the damage type it was and add it, up to 3 charges. When you have 3 charges, you can expend all of them to activate your Spell Cauldron. Spell Cauldron combinations count as spells and Spellshaper options can be used on them.
Level 7
Preparation.
When you roll Initiative, you add a damage type to your Spell Cauldron for free.
Spell Absorbtion.
When you Defend an damage type you can absorb, you can automatically absorb it to your Spell Cauldron. You can also add INT to your Armor if it does match a damage type you can absorb.
Level 11
Elemental Attunement.
When an ally casts a tiered spell and you absorb it, you gain temporary mana equal to the tier level. (After combat ends with this temporary mana, it fades.)
Level 15
Leylines.
When you cast a tiered spell, the next spell you cast requires 1 less action and no mana cost if it is the same tier or lower of the first spell you casted.
Spell Cauldron
Single Element Combinations
All Fire - Fireball. Range 8; AoE, 5x5, Dex Save; Failure: INTd10 fire damage and gain Smoldering. Success: Half damage and don’t gain Smoldering.
All Cold - Ice Field. Range 8; AoE, 5x5. Dex Save; Failure: INTd10 cold damage. Success: Half. Creates an ice field that is difficult terrain.
All Lightning - Lightning Step. Moving teleports to target locations you can see and up to your speed. Targets in your path make DEX Save; Failure: INTd10 Lightning damage. Success: Half..
Double Element Combinations
Cold & Fire - Steam Cloud. Range 8; AoE, 5x5. (1 round) Creates steam cloud that reveals all creatures within. Creatures within are considered Smoldered and Blinded.
Cold & Lightning - Magnetize. Range 8, AoE, 5x5, Create magnetized ice field. STR Save or those inside speed becomes 0 for 1 round.
Fire & Lightning - Plasma Bolt. Range 8, Single Target, INTd10. Next attack on the target makes it at advantage
Triple Elemental Combination
Fire, Lightning, Cold - Elemental Fission. Create a fission of all three elements and create a massive explosion. Range 8; AoE, 5x5, Dex Save; Failure: INTd12 and push spaces equal to primary die. Success: half damage and not pushed.