(Abridged for Questworlds Genre pack, which requires detailed descriptions of magical systems and is already in use in playtesting.)

Alchemy

The magic of secrets and change. Incredibly risky and dangerous to learn, but it has many practical and aggressive uses once mastered. Usually, Orcs are the only ones reckless enough to understand it. Great for spontaneous and improvised magic, as well as uncontrolled mass destruction in the wrong hands.

Alchemy requires materials. A talented alchemist should have many of these on hand for their incredible power, but repeated uses of a tactic in a short period of time should not be possible. Alchemists who prep beforehand have an advantage, but it is also a magic that contrasts with sorcery in its ability for improvisation. Unless the alchemist is very skilled or very prepared (IE a specfic breakout) it’s better for an alchemist to take a more general action and see what happens. Failure on alchemy rolls should have dramatic results compared to other magic, and the character should accept this. Generally, alchemy is really good at changing things, fueling things, destroying things, or adding intentional chaos, and is less suited for precise control.

GMs should encourage alchemists who come up with interesting solutions, especially those that combine existing magic in new ways, as well those who throw cuation to the wind with their spells and accept the results. They should discourage alchemists who willingly accept collateral damage to others; the most frequent victims of alchemy are the casters themselves .

Example Alchemy Powers:

Alchemical Grenadier (Smoke Grenade,Flame Grenade),

Potion Maker (Makeshift Healing Potion,Tasteless Sleep Tonic)

Alter Ego Potions (Mr. Graves The Killer, Ms. Penny The Socialite)

Alchemical Forensics: (The Last Thing He Saw Before He Died, Magic Detection Spray)

Deep Mine Alchemy: (Orcish TNT, Breathable Air Pocket)