how many of that BULLSHIT ancient magic actualy worked?
Actually far more than you would expect. It was often early stage chemistry called alchemy. I think a realistic and good way of implementing this was demonstrated in the game "Darklands" one of the best old classic games out there. Basically you have a crafting skill witha percentage chance of creating a concoction based on ingredients you have on hand (think 0 slot items) and if successful created potiosn you could throw and would burst on impact creating the desired effect.
So, Talcom powder based potion would cause temporary blindness to a group of enemies - forced 1st person for 15 seconds or even blank screen fighting for 15 seconds.
Sulfur based would cause a minor explosion causing minimal damage but would distract the enemy similar to a temporary .5 second stun when you get hit by any weapon. (could use the firebomb and adapt its effects)
Mercury based would allow dissolve walls/buildings - thus forcing camping archers to the ground.
Would actually think it would be interesting addition to cRPG, especially if it takes a while to create or takes multiple components, similar to how siege equipment is implemented.
It does appear from the vote that the community wants this and chadz said if you got greater than 50% they could be implemented. I think this is entirely possible with the new WSE.
P.S. I would like it to be allowed to strap ona horn to a horse like a charlatan's tricks and pretend you have a unicorn, but you get extra bonus charge damage for frontal bumps with the horse.