Arcana and Alchemy

Arcana
Magic was imbued into our plane upon its creation by Chaos. There are eight sources to which a creature can be born connected to; this connection is bonded to the soul and allows said creature to perform acts of magic related to the source they draw power from. There are of course other ways to access this magic. A being can become a warlock of one of the gods, or the fey, and access the magic they are associated with. One could also manage to capture the source, and use it to cast with. It is fairly common for someone to know a cantrip or two in the cast they're connected to. Humans, unfortunately, are never born connected to a magical source.

Abjuration: Water
Abjuration is the magic of protection and purity. Examples of abjuration spells include dispel magic, shield, and greater restoration.

Conjuration: Earth
Conjuration is the magic of creating objects, and making them disappear. Examples of conjuration spells would include find familiar, poison spray, and conjure elemental.

Divination: Sun
Divination is the magic of deeper, and hidden knowledge. Examples of divination spells include identify, find traps, and locate creature.

Enchantment: Fae
Enchantment magic is based in mental manipulation. Hold person, sleep, and mass suggestion are some examples of enchantment spells.

Evocation: Storm
Evocation is the magic of raw energy. Anyone wishing to use evocation spells much capture a piece of a storm of the relevant materials to the spell, such as a wildfire for fireball, an avalanche for freezing sphere, and lightening for dancing lights.

Illusion: Nature
Illusion is the magic of sensual manipulation. Examples of illusion spells would include disguise self, silent image, and invisibility.

Necromancy: Death
Necromancy is the magic of death. There are very few creatures that are born connected to death in their first life, and they are quite fearsome. Necrotic spells include chill touch, inflict wounds, and blight. Frighteningly, a necromancer that casts by catching death would be able to cast not only necrotic spells, but spells of the source their kill was connected to. For example, casting with the soul of a tree could result in minor illusion or chill touch. Because an awakened tree has a CR of 2, and 2/3 = rounds down to 0, the spell can only be a cantrip of either the tree's illusion cast or the necrotic cast.

Transmutation: Moon
Transmutation is the magic of shifting one thing into another. Some transmutation spells would include shape water, feather fall, and stone shape.

Alchemy
Alchemy can't quite accomplish more than the power of a lower level spell, but it can still be extremely useful to have some brewed potions on hand. Alchemy is somewhat similar to necrotic casting; the difference lies in the fact that for a necrotic spell, the soul of the spell's source is crushed and destroyed. With alchemy, an ingredient only requires a piece of something imbued with magic (this ingredient can, however, occasionally be lethal to the magical entity being used).

Alchemy is the combinations three magically imbued ingredients with a potion primer base. Generally, potions are consumed to achieve the effects, but it will occasionally be poured somewhere to initiate a reaction, or, with a pressed powder "bomb" base, thrown at the target of the potion. For a potion to be effective, each ingredient will need to be added in chronological order, with two or three different ingredients coming together in specific amounts to create an effect. If multiple effects are possible, then the outcome is randomly selected.

One can craft potions while resting. A potion takes 1 hour to craft. However, if the user has bought the right base, they can use a bonus action to craft stat based effects.

Effect Placement Outcomes
For example, a level one abjuration spell such as Shield could be made with three parts holy water, two parts honey, and one part burnt sugar. You could reverse the effects of this spell by flipping the order and doing three parts burnt sugar, two parts honey, and one part holy water.

The abjuration cantrip Resistance could be crafted with one part burnt sugar, one part humanoid blood, and one part pearl. To craft at a higher level, more total ingredients are necessary, and a stabilized liquid base is required to ensure that your potion does not have any unintended effects.

Stat Based Effects
Each ingredient will come with two stat based effects. Potions brewed for a stat based effect either gives the consumer advantage on that stat's saving throws as a cantrip or a +2 bonus as a level one potion. For the HP effect, it's a d4 (two ingredients are the same) or a d6 (all ingredients differ) for a cantrip, and a d8 for a level one potion. The effect will last for ten minutes. Stat based effects cannot be combined to create any level higher than Lvl 1.

For example, you could create a health potion with one part aloe, two parts fern root for a +4 health potion, or one part aloe, one part fern root, and one part seaweed for a +6 potion. Using HP - in the third position can create a health potion as well. Fire, bird bones, and orchid flowers could be combined for a +6 potion as well, reversing their general outcome.

Arcanic Effects
Each ingredient will come with one acranic effect. Potions can resemble any cantrip or level 1 spell, depending on their crafting, within that school of magic. Potions brewed to be a negative spell will have the opposite effect of whatever spell the crafter is attempting to make.