cheap as the dwarven perpetual motion machine
Hey, dont mock the dwarf generator, those things are fun as hell to build

(and the only way to power my rediculous machines that require 1000+ power units to work without reducing my fps to some whimpering number below 10)
Wizards that fire high magic spells at enemies for explosive results would be no different than loading up your fortress with 50 marksdwarves and absolutely annhiliating anyone who comes near.
False argument, that one is a faulty game mechanic that will be worked out before the magic arc is even there. Current faults dont excuse adding new ones.
Silly quotes aside, the people here should keep in mind that by the time that magic arc comes around, which will be after version 1, the games raw files should make it more than possible to add in your own system of fireball flinging fools.
As for my own oppinion, its luckily roughly the same as toady has now; no cheapened system that includes things like fireball shooting or turning-armies-to-stone-spells.
I think that would utterly destroy the feel the game has now. I simply find it utterly un-dwarven. Dwarfs should stick to metal and stone working, the magic they should know should restict itself to that. It could be their crazy moods, but maybe also kind of alchemy system.
The alchemy system could be a bit like medieval alchemy with some magical elements attached. The dwarves nor the player should be able to fully understand it, and its mechanics should be randomly generated. Its results should be just as random, and most of all, FUN! (rather then some generic magic system that could only replace the military system we allready have)
It should require tools like stills, furnaces, scales, buckets, bellows, vials and whatnot. Ingredient could be those rare(r) but useless stone types like cinnabar, brimstone, anhydrite, etc, but also lye, potash, water, metals, annimal and plant extracts and, never to forget, magma!
It could do stuff that lets you make semi artifacts, like less powerfull versions of the magical artifact that are allready planned, or just produce utterly useless things like pink plumt helmets, or sorta usefull things like dyes. Its another discussion whether it should or shouldnt produce primitive explosives like gunpower or some fictional equivalent, but I think it could be fun as long as its uses limit themselves to things like wrought-iron bombards and hand cannons (these are quite ineffective, but quite fun, and scared the crap out of enemies with their noise and smoke. If you dont know much about medieval uses of gunpower, dont comment).
Sideffects should depend on the skill of the dwarf (unskillfull dwarf => bigger chance of !!dwarf!!), but also on the ingredients used (using sulphur should spread stench, using plump helmets and microline shouldnt cause explosions, using cinnabar over a long time should kill your alchemists). If smoke/gas dynamics are added, things like chimneys could solve some problems (or let you accidentally funnel your toxic feums into the air-tight trade depot where the elves just so happen to be).
The game should generate the reactions upon worldgen, it is after all a random fantasy would generator. Part of the game should be aquiring various ingredients and seeing what happens when you mix them together.
I immagine it could be fun, I might try to mod it in once the raws would allow me to.