ok here's my thoughts fwiw:
Alchemy's roots were founded historically in ancient greek philosophy, developed by Aristotle, who contended that there were 4 primary elements of the universe (which happen to be the 4 elements we have in the game
. Historically, all the other schools could be justified, but i'd like lvl 1-2 of
each element and level 1-2 of arcane. not sure what the triple penalty should be in that case though....
Enchantment-heavy mage (alchemists often worked in secret, after all), prefers to turtle (always in the lab!), with a BIG spellbook (more than 120 pts?!?!). some initial ideas for spells:
Philosopher's Stone: epic equipment (hand slot) - turns metals (ingredient spells, see below) into gold or silver (uses tokens). Used to distract (bribe!) soldiers (i.e. stun), or used for alchemical spells that require gold or silver.
Elixir of Life: epic potion enchantment - heals and increases life by a decent amount. discarded after use.
Panacea/Tar Water: epic potion enchantment - removes poison curses, poision conditions, increases life. discarded after use.
Ingredients: ingredient enchantment type - for alchemical recipes, often Cantrip, very low cost (2/0?), do nothing on their own usually. These are things like Mercury, Sulfur, Salt, Magnesium, Sea Water, Darkfenne Bat Blood, Eye of Newt, etc...
Potions: potion enchantment type - powerful spells that grant things that most other enchantments do but stronger and different things, requires 2 or more ingredients, when revealed discard the ingredients listed to activate the effect, sometimes the potion remains permanently or on timer, sometimes is discarded.
e.g. Potion of Sleep (instant Sleep condition), Crippling Potion (instant Cripple condition), Potion of Hiding (invisibility marker), Potion of Insane Rage (Bloodthirsty + attack creature in zone including your own), Delirium Potion (gets a Daze condition beginning of activation), etc etc
Caduceus (serpent-shaped staff - the icon of alchemy, later medicine) - its critical attack can give the sleep condition (or removes it) if a certain ingredient(which?) is revealed on the mage. Possibly reanimates the dead if (x ingredients are revealed).
"Lab": Conjuration. Ingredient and Potion spawnpoint. When Mage begins a round in this zone, he may prepare 3 spells no increase in actions). Mage or Apprentice may spend an action when in its zone to place a token, when X tokens, all ingredients and potions gain the Cantrip trait and Lab may cast an addition spell each deployment.
Apprentices: familiar - may cast Ingredient or lvl 1 Potion enchantments.
Master Apprentice: legendary familiar - may cast any Ingredient, Potion enchantment, so your mage can stay out of harm's way.
and of course, lots of Acid spells, smoke, and creatures like Devouring Jelly, as said above!