I would think that a listing of all the material components for existing D&D spells in your edition would give some ideas...
Consider where all those ingredients come from, especially those that are more costly, rarer, useful.
You might also go look at all the real herbs and spices and look at their purported qualities. Make these effects real in your game, and you just upgraded their impact. What if Shark's Fin really did enhance virility?
Some other things to consider, is that if the PCs get into being merchants of spices, you may have to model the economics of that, to reflect the impact of the players actions on the market.
Additionally, if the PCs get involved in spices that do "magic", you'll have to accept the possibility of the PCs getting ahold of a game-breaking inventory of this stuff. It's not a big deal if the PCs own a couple tons of pepper. It's a whole different thing when they own a couple tons of Healling Potions, or some other magic item.
Consider where all those ingredients come from, especially those that are more costly, rarer, useful.
You might also go look at all the real herbs and spices and look at their purported qualities. Make these effects real in your game, and you just upgraded their impact. What if Shark's Fin really did enhance virility?
Some other things to consider, is that if the PCs get into being merchants of spices, you may have to model the economics of that, to reflect the impact of the players actions on the market.
Additionally, if the PCs get involved in spices that do "magic", you'll have to accept the possibility of the PCs getting ahold of a game-breaking inventory of this stuff. It's not a big deal if the PCs own a couple tons of pepper. It's a whole different thing when they own a couple tons of Healling Potions, or some other magic item.