The magic systems presented to me seemed odd, none matching (one was about words I would need to match to create spells on the fly, one was for calling spirits to do my bidding, one was "hedge" magic where rotes came close to "traditional" spells, but those rotes were just very low-powered and slow).
What would be the appropriate system to give a "traditional" spell-like feeling without nerfing the character. Something that supports my main role (craftsman, warrior) without making me an outright mage.
RQ in almost all its forms has been the magical game where anybody can do magic - some do it more than others.
It is up to the GM to define which of the four systems that are in the rulebook are applied and whether they are tweaked. I am running almost bog standard way the four systems.
There is folk magic - relatively fast but only occasionally powerful. Usually most can use this but it is up to the GM campaign.
There is theistic magic (what we called the rune magic in other versions of RQ). There you belong to a cult and gain fast and sometimes very powerful spells but only those which the cult has available (usually a handful with some cults up to 20...). Higher up in the ranks you would be a priest or "paladin" like figure for the cult.
There is mystics - which almost only augment yourself. Think Shaolin monks etc.
The fourth one is sorcery which is perhaps the most variable of all the systems. This is your wizard magic. Usually thought in sorcery schools of which you might belong to one or two maybe three. It is not really set how many but your GM might put limits if she wants to.
I created a small tool which allows to calculate how the various effects can be done (bog standard)...
https://notesfrompavis.wordpress.com/2016/09/04/sorcery-tool-for-mithras-updated/
The dwarf could either be a sorcerer or perhaps there is a cult with theistic magic and some spirit magic that would apply for brewmaster
Here is one cult option (set in the world of Glorantha). You could set up something similar.
https://drive.google.com/drive/folders/0B0J20AZXw-hDN0tnSkViejFqSW8
Here are a few sorcerers (starting from apprentice then adept then mage then archmage) that show something that can be done with the system
http://skoll.xyz/mythras_eg/enemy_template/1016/ (they are in the cults header)... Just press generate - none of these are "balanced" anyway and some are more useful as NPCs.
Here is another example
http://skoll.xyz/mythras_eg/enemy_template/3570/ Just press generate.
The RQ6 book has quite a few examples of how brotherhoods are built up. Brotherhood = sorcery order.... It gives examples what kind of spells, how many etc. It is very very flexible.
From sorcery I think the following would be appropriate spells. Perhaps your school can have only 5-7 of these with apprentice having access only to one or two ...
Abjure Alcohol
Abjure xyz substance
Maybe Animate Brewery products
Diminish Intelligence
Diminish Dexterity
Dominate Humans who have drank your brewery products
Draw Customers
Enlarge Barrels
Evoke Spirit of the Spirit (summons alcohol related spirit)
Hinder
Neutralize Magic (with component of your brewery product)
Smell
Taste
Protective Ward
Summon Alcohol related object (bottle, barrel etc)
Folk Magic (spirit magic, hedges...). Perhaps few of these might be available to your brotherhood. Maybe 1-2 in the start and then you can learn more 4-6 of them from the cult and rest by searching the world...
Alarm
Appraise
Babble
Befuddle
Calculate
Calm
Chill
Cleanse
Curse
Dishevel
Find Beer
Glamour
Heal
Incognito?
Preserve
Repugnance
Sleep
Slow
Vigour
Depending on your GM I would suggest a brotherhood that contains sorcery and folk magic or sorcery only and build what is available to various levels of your progress so there is something to aspire to.
All the above is pretty much bog standard and may not be applicable to your GM's world but is quite reasonable