The Alchemist:
A trickster, and master of potions.
He can make even the toughest of steel turn into soft gold, decreasing the damage of weapons, and causing equipment to have a chance of breaking when used.
Instead of making a wall, the Alchemist instead prefers the old, bucket above a door trick, only his bucket is filled with some kind of potion. What is in the bucket is unknown when walking through the door, but after it is used it must be filled again with another potion to work again.
He also enjoys adding surprises to his, and his creatures, attacks.
Cards:
Transmute Equipment
Enchantment "Potion"
Reveal Cost: Equipment's casting cost minus 2.
Attach to an equipment card on another player, if that equipment has an attack, roll -2 dice.
Anytime you use that equipment for anything, including but not limited to, attacking, casting a spell, reducing damage or effects, or avoiding attacks, roll the Effect Die. On a roll of 7+ destroy that equipment after use.
Mysterious Door
Conjuration "Wall, Potion"
Blocks line of sight.
You may only attach "Potion,Door" Enchantments to Mysterious Door.
You must reveal attached Enchantment when a creature walks through the door.
Slippery Gloop
Enchantment "Potion,Door"
Reveal Cost: 1
Can only target "Wall, Potion" Conjurations.
Roll Effect Die, 6+ Target is Incapacitated until the beginning of its next Action Phase, or until the end of the round, whichever comes first.
Darkfenne Drought
Enchantment "Potion, Poison"
Reveal Cost: 1
Can only target friendly Creatures.
You must, and can only, reveal this if this creature attacks and deals damage.
Roll Effect Die, 2-7 Rot, 8+ 2 Rot
Molotov Cocktail
Attack "Potion"
Zone Attack
3 Dice
Effect Die: 6+ Burn
These are just a few possible Spells, but enough to create an interesting foundation of how an Alchemist could work.