Base Class: Wizard
the school of elementology focuses on master the natural elements of the world and unleashing all of them into ginormous elemental projectile for you to destroy every living creature on earth.
this school of wizard specialise into subjugation and domination of everything they see fit.
Elemental Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an elemental type chosen spell into your spellbook is halved.
Elemental spell are those dealing: Fire, Cold, Poison, Acid, Lightning, Thunder.
Tiny Element
Whenever casting a elementar spell of first level or higher you can cast the same spell has a bonus action on your turn. the damage being halved for the second one.
the halved spell can be even more halved on a succeding saving throw.
This feature can be used only has much has you proficiency bonus per rest.
Large Element
Starting at 6th level, Upcasting an elemental spell of level 1 or above gives it a AoE in circle of 10ft radius after the spell and if the spell dosen't have a saving throw it gains a Dex save needed.
Ex: Upcasting lightning bolt at 4th level will allow you to make another AoE anywhere in the already existing AoE and considering it already has a savingthrow the additional AoE maintains the CON save of the lightning bolt.
Paradoxically, if you cast a chromatic orb of level 2 it will gain a circle AoE of 10ft radius with a Dex save centered on itself.
Huge Element
Starting at 10th level, Upcasting an elemental spell to level 5 or above CAN give it a AoE in circle of 30ft radius after the spell and if the spell dosen't have a saving throw it gains a Dex save needed.
You can now choose to add the AoE of 30ft has it is kind of big.
Gargantuan Element
Starting at 14th level, you can increase the power of your simpler spells. When you upcast an elemental spell to the 7th level or higher you can activate a new action has a bonus action only once per Weak.
Elemental retribution: Unleash all you magical capabilities in one blow destroying mountains and island alike. when used the ground shakes, the user starts burning, wind starts surrounding the target in a radius of 80ft then a transluscent orange circle appears in the sky centered on the target, lightning falls, the user brands its staff forward letting intense light emanating from it, another orange circle appears on top of the other one, smaller, light starts filling into the magical focus shining ever brighter, then another orange circle form on top again smaller, finally, a beam of flame pierces the center of each circle, every other effect repeat to a climax. then it explodes of every little element used in the casting. scorching the earth like an actual nuke. after the spell you are unable to move has you are prone, restrained and stunned for at least 1 day. you can only see the damage. everything, even the ground in the 80ft radius cylindre takes 5d12 of every damage type in the game. if the caster was in the radius, it is automatically killed.
Please tell me your sugestion to make this subclass better (Probably nerfed).