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Doesn't automatically work like that. There are 2 possbilities for this.
Either they designed the engine so that the Ability class has the damage type effect mutable (and linked to the corresponding graphical effect), and in that case it's a piece of cake, the engine just has to change the type on the fly when you use the spell.
Or basic properties of the Ability class are fixed, so when a spell is initialized, the type in it is fixed and can't be changed. So what they do here, is actually make 4 spells, one of each element. Meaning they would have to make 4 copies of every spell in the game, one of each element. It's not that hard to implement, but it's a very good source of bug and a pain to manage (want to touch a spell, need to touch all 4).
One would have to look at the code to see how it's done (I hope for their sake they used the first method, since it's way more flexible).
Yeah the admixture is a sub school of the evocanist school
play an elemental sorcerer they can dot his but yes the metamagic isn't in the game saddly.
Also a mythic feat.
The first is the Elemental Spell[aonprd.com] metamagic feat, which only has a +1 level increase to the spell it's modifying.
There's also Elemental Conversion[aonprd.com] from People of the Wastes, which is a once-a-day ability to change a spell from one element to a randomly-chosen other. But it requires the character to have had some exposure to what's called Primal Magic - basically places where reality itself is a little warped and raw magical energy is running rampant. Nearest place like that to the River Kingdoms that I can think of is the Worldwound. The various Primal Magic stuff from that book seemed to be more representative of the Mana Wastes, far far to the south on another continent (the same region of Golarion that invented firearms, incidentally - and with good reason, given how Primal Magic can cause normal spellcasting to go haywire).