There's all sorts of potions they could do, from just fun, to powerful.
1. Stone Hands - turns the drinker's hands to stone, adds +X dmg to hand to hand damage for X minutes.
2. Static Discharge - makes the drinker's body focus and discharge electrical energy, adds +X magic proc dmg to any metal weapon for X min.
3. Spirit of the Sparrow - illusion bird (prevents drinking then zoning), levitate, bard speed. requires XYZ super annoyingly rare ingredients.
4. Werebear - drinker is inbued with the spirit of a savage bear, illusion bear, +xyz combat/defense effects for X minutes.
5. Anti-Metabolize - user of this potion does not use food/drink for X min/hour. Might be nice for expensive stat food if the potion cost/time to farm is reasonable I guess heh.
6. Spirit of the Fish - illusion trout:), +50% movement rate in water, enduring breath.
7. Aura potions - drinker is imbued with spirit X, giving Y effect to those nearby for Z min.
8. Genie traps - combine xyz rare ingredients and pray to the spirits to create a genie trap. Give the magically imbued container to a magician who combines it with a pet spell. Creates a clickable swarm pet attack for x dmg. Damage increases if you use higher level magician spells in the combine. (that'd be really easy to code...
lol ).
9. Magical Fruit - drinker is imbued with gas. You see "/emote farts" randomly for 10min.
And just in general: We have tons of stat potions. Increase dex, str, haste, sta, etc.. It'd be nice to see the effects on our (new) potions up to speed with where the game is now. Strikethru, ferocity, cleave, accuracy, dodge, etc.. I'm guessing that the original intention of the stat potions was for them to have a beneficial effect:). That isn't the case now, and just like we argued for changes to our stat buffs to provide benefit to the stat capped, we might as well argue for them in potions also.