Proposal: Alchemist Start
I'll start by explaining the new versions of the spells:
Fulsome Distillation - Necromancy/Transmutations (1) - Very similar to original; potions of mutation are replaced with a new potion type (this is largely to remove the possibility of using the spell as an enhanced mutation roulette.)
- Normal Corpses, which have blood - Potion of Blood
- Normal Corpses, with no blood (insects, etc.) - Potion of Water
- Poisonous Corpse - Potion of Strong Poison
- Mutagenic Corpse - Potion of Chaos [Quaffing has a similar effect to sparkling fountains; selects a random potion and applies it.]
- Rot-Inducing - Potion of Decay
Evaporate - Fire/Air/Transmutations (6) - Steam clouds are produced above all water. Everything without rF (including you) takes minor damage (1d9). All potions in LoS release clouds. The number of effects this can cause is increased, but also is the cost (both in spell levels/experience and in turns in combat (no single turn clouds from this)).
- Berserk Rage - Cloud of Rage (frenzies anything that passes through it; Berserks and confuses you.)
- Water - Steam
- Paralysis - Calcifying
- Chaos - Chaos
- Heal Wounds, Curing, Cure Mut - Healing (heals 1d9 HP to everything in it)
- Poison, Confusion - Meph Cloud
- Strong Poison - Poison Cloud
- Decay, Degeneration - Miasma
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Starting book for Alchemists:
- Fulsome Distillation - Necromancy/Transmutations (1)
- Sublimation of Blood - Necromancy (2)
- Summon Elemental - Transmutations (4)
- Allistair's Intoxication - Poison/Transmutations (4)
- Ignite Poison - Fire/Transmutations (5)
- Evaporate - Fire/Air/Transmutations (6)
Overall focus of Alchemy (which I still think may eventually split off from Transmutations, but needs to grow in spell count first) is to manipulate what is already in the environment and things you can pick up to help you, as opposed to changing yourself (like a transmuter) or conjuring new things from nothing (like a conjurer or summoner). Turn preexisting walls to slime/acid; trees into fire or attacking beasts; create elementals; turn water into ice instead of conjuring new ice; melt the ground (Leda's); create lava from large rocks; etc.
This is...mostly a thought for restoring the two Stalking spells without them being as OPed as they were (by adjusting the cost and getting rid of one bit of abusability) as for the hording/stash potential...it's no worse than being a Fedhasite.