Okay, setting some rules for runic magic (or alchemy if you prefer to call it that), seeing as actual runic magic was retconned but how some characters still use it (like Ascen).
-Alchemic knowledge is limited.
Meaning that you can either specialize in a specific type (like lightning, fire, ice, healing, whatever) or you can go all-round but know less of everything.
-Body-Enviroment transmutation powered
Meaning that transmutations take energies from both the body and the enviroment. The energies from the enviroment can be specified, like heat or motion, but if not then it is taken from the ground from the motion of tectonic plates (but this of course requires the circle to be grounded, but costs less health/mana. Formulas will range from gm to gm.)
There are different shapes for transmutation circles, like the pentagon is for the manipulation of energies while the nonagon is for affecting other planes of existence. Much has still yet to be discovered in the field of alchemy, giving incentive for scientific research if any character attempted.
Also the reserve of residual mana known as the Ether, but it isn't yet known on how to tap into it with a transmutation circle.
-On alchemic transfiguration
Not possible unless one has an extremely large reserve of magic to convert matter from, like a philosophers stone (hint plot idea hint)
-Power
Transmutations can be more powerful if a more complex circle is drawn that can handle the mana overflow.
-On health and mana
Transmutations can either use health or mana, but it has to be pre-specified in the circle.
-Human transmutation
Not much is known about such a thing, only that it is highly illegal. Take care when dabbling into this dark art, lest you might get hurt or worse--die. Same with the transmutation of souls.
Many departments are in Magicsteady that deal with certain magic things. One deals with creatures and another deals with alchemy and so on so forth.