Alchemy is a keyword used for some Special cards, most notably Potions, but also certain Dimeritium items as well as possibly Bombs in the future.
Create any Bronze Necrophage or Vampire and boost it by 2; or Destroy a Bronze or Silver Necrophage or Vampire.
Choose One: Deal 2 damage to an enemy and all units that share its categories; or Destroy a Bronze or Silver Neutral unit.
Damage the Highest Enemy on each row by 4. Increase the Damage dealt by 1 for each copy of this card in your Graveyard.
Create a Bronze or Silver Nilfgaard card.
Create a Bronze or Silver Monsters card.
Choose 5 adjacent Units and
Reset them. If any are Gold, Demote them first.
Choose a Unit and toggle its
Lock. If it is Gold, Demote it first. If it is an Enemy, Damage it by 2.
Hazard to an enemy row that will explode and deal 4 damage to all units when a different special card is played.
Deal 6 damage to the Highest enemy on each row.
Make your opponent draw the top Silver or Gold card from their Deck, or, after 3 turns in your Hand, at the start of your turn
Banish this card and Discard a random card from your Hand.
Spawn a copy of a Gold unit from your opponent's graveyard and boost it by 2.
Boost a random Ally on each row by 4.
Spawn Mandrake Root Extract or Mandrake Cordial.
Heal a Unit and Strengthen it by 6.
Mandrake Root Extract
Reset a Unit and Weaken it by 6.
Create a Bronze or Silver Scoia'tael card.
Resurrect a Bronze unit with 5 power or less.
Deal 2 damage to up to 6 random enemies.
Boost up to 6 random Allies by 2.
Create a Bronze or Silver Skellige card.
Boost a Unit by 8.
Armor to 3 adjacent Units and Boost them by 3.
Trial of the Grasses
Deal 10 damage to a unit, unless it's a Witcher. If it survives, boost it to 25 power.
While in your Graveyard, after 3 turns, at the start of your turn,
Boost the Lowest Ally by 6 and Damage the Highest Enemy by 6.
Create a Bronze or Silver Northern Realms card.