I'd have to check, but there may be alchemy mage rules in the Class Warfare supplement. Either that or there is very likely a free (or at least very cheap) download for an alchemist playbook on drivethru, if that's what you wanna do.
I've found the system really easy. It's 2d6 for most rolls, outside of damage, with 10+ being a success, 7-9 is success at a cost, 6 and less a failure but gain 1xp, so it's a great system that rewards for you for rolling, even if you score low. :)
Also to our GM, I'm personally okay with you taking your time and centring before getting the game(s) rolling... Also, as a cheap plug, in the sig is my Wander Worlds, I actually built it for a Dungeon World setting after originally doing it for Traveller. Links in my sig for anyone who wants to see what I did there with this setting. :)