Restrictions: Alchemical spells may be of any element. Alchemists cannot summon.
Casting Cost: Alchemical spells cost $1 for every 5 MP the spell costs to cast, and their costs lower as the character rises in level. This cost is for the "cheap" version of an Alchemical spell, which cannot remain far from the alchemist or their lab without breaking down into their base components. A more stable version that can be handled and carried by anyone can be crafted, but these raise the MP cost of the spell by 200%.
Spell Alterations: The range on all alchemical spells is changed to the throwing range of the character. An alchemical vial is considered to weigh 1 pound. The targets are changed to a 15'x15' area of effect centered around the point at which the flask is thrown. Since this is both a throwing attack with an area of effect and a magic spell, there will usually be two oppose rolls for someone within the area of effect to deal with. If they are of the same type, the target only needs to make one roll, but it is for the higher oppose roll. A character who is hit directly by the attack does not get an oppose roll if the oppose type of the spell is Agility.
Casting Actions/Stat/Skill: The alchemist must make the spell roll, an Intelligence/Science roll, when they prepare the spell. This takes 10 hand actions to complete. If the roll is failed, the solution explodes immediately, dealing 1d6 damage of the attempted spell's element plus an additional added d6 for every 20 MP the spell costs in a 15' x 15' area around the caster. This still uses up the MP and material cost of the spell. These alchemical solutions will last for 2 days before they decompose and need to be remixed. The material cost can be salvaged from a decomposed solution. Alchemical solutions made in the standard "cheap" manner must be kept either in a specialized laboratory environment or on the Alchemist's person or they will quickly degrade, the magical components' specific formulation breaking down when not in an environment strongly shaped by the Alchemist's own self-discovered and often self-enforced rules of pseudo-scientific belief. After a minute of being more than 5 feet from the alchemist or the lab they were created in, the components break down. The spell is “cast” in a more literal sense, and is thrown at the intended target as though it were a throwing weapon with F/P/S using the Science or Math skills. An alchemist can throw more than one spell at once, though these have special rules. If they are a spell of the same element, Only the highest damaging effect is used, but with one additional die of the highest damage die. If two spells of opposing elements are used, nothing happens. If two spells of different elements are used, a random effect determined by the GM will happen, generally based on the more powerful spell's damage but with the additional spell's element. For each additional alchemical flask thrown past the first, the alchemist takes a -3 to his attack roll. Failure means the spell lands elsewhere, usually 5 feet off in a random direction for every 2 the roll was missed by, as is normal for thrown weapons. Abject failure generally results in the alchemist dropping the vial at his feet. Alchemical vials may be caught or deflected as is normal for thrown weapons, but the difficulty to deflect it is increased by 10 due to the fragility of the vial. Someone other than the alchemist may throw the vial, though the rules about it being away from the alchemist should be taken into consideration and if someone other than the alchemist who created the vials attempts to throw two or more vials, only one spell effect, chosen at random, will take place.
Learning spells: Alchemists learn spells by reading recipes, found in various books available around the city, and interpreting them through their own cobbled-together style of alchemy. Improvising a spell is possible, but it increases the spellcasting difficulty roll by +4 until you successfully cast it.
Flaskchucking +X: An alchemist gets a bonus of +X to all rolls made to throw alchemical vials.
Ingredients $1/X MP: As an alchemist gets more skilled in their profession, they are able to make do with less materials. Alchemical spell costs drop to $1 per X MP as they gain their levels.