In Iberia, the mystical arts of Alchemy and Astrology were never lost, and thus do not need to be discovered or revealed. The Visigoth treasured Roman learning and preserved much, and the Umayyads preserved even more and brought much with them. Iberia was also the workshop of such famed modern alchemists as Gerber and Robert of Chester. In the Order of Hermes, Mystery Cults inspire magi from foreign lands to journey to Iberia to study the secrets local magi take for granted. They learn much, develop some new ideas, and leave some learning behind when they return home with the mysteries they discovered.
Both Alchemy and Astrology are already an important part of Hermetic Magic to begin with. This is evident in Ceremonial Magic, Charged Items, Shape & Material Bonuses, Vis Extraction, and Longevity Rituals. Both Planetary Magic and Vulgar Alchemy are Minor Hermetic Virtues, but they are listed under Curious Common Magics and are not Mysteries. As such, both are available to all Hermetic magi (TMRE, p. 25).
Taking things a step further, in this saga, the basic effects of both of these Virtues are integrated into Hermetic Magic. All magi can experiment to develop new Form & Effect bonuses, and all magi can draw up a simple Lab Horoscope. However, both Planetary Magic and Vulgar Alchemy still exist as Minor Hermetic Virtues, but with slightly expanded effects. They are still not considered Mysteries, but they can be considered Uncommon as opposed to Common. Some tenuous connection is required in the characters background; study in Iberia or at any university, association with alchemists or astrologers, etc.
Curious Uncommon Magic
As mentioned, all magi already have the abilities described under Vulgar Alchemy (TMRE, pp. 32-35). That is, the ability to develop new Shape & Material Bonuses by Experimentation, which includes a difficult merging process. For those that possess the Virtue of Vulgar Alchemy, this process is made easier, plus there are a few additional side benefits.
Experimenting with Components
The magus may include a number of Components equal to his Magic Theory + Magic Lore. The number of points to be allocated remains the same, equal to the Experimentation Bonus of a Simple Die + Risk Modifier. Everything else remains the same, save for the merging process is made easier. The base number of successfully repeated experiments equals three times the proposed bonus, plus a scope factor. The magus reduces the required repeats by an amount equal to his score in Magic Lore (minimum of three successes though).
Natural Vis is vis of the Magic Realm that naturally occurs within the object containing it. Vis that has been siphoned from one object then impued in another is considered "processed", as is any "smelted" vis. Natural Vis is found in magical animals, herbs, minerals, and such. Even vis transferred from one part of a creature and concentrated in a smaller part still counts. Vis that has been extracted from a Magic Aura into an object is considered natural enough to qualify.
When working with Natural Vis in the Lab, the Magus may use up to 2 x (Magic Theory + Magic Lore) in a season.
When working with Shape & Material Bonuses, such as in Enchantments or with Potent Magic, the magus may add his Magic Lore to his Magic theory when determining the maximum potential bonus/potency. When casting Ritual or Ceremonial Magic, the magus may add Magic Lore as a further bonus.
As mentioned, all magi have the abilities described under __Planetary Magic (TMRE, pp. 30-31). That is, the ability to draw up a Laboratory Horoscope to gain a Lab bonus when created an Enchanted Device. For those that also possess the Virtue of Planetary Magic, this is expanded and includes some further benefits. The magus may now create a Laboratory Horoscope for any sort of Lab Activity, plus they are able to determine a Favorable Hour for Spellcasting. These benefits were orgiginally part of Celectial Magic, which has been adjusted to balance.