Homebrewing MP potions into D&D can be tricky from a balance perspective, so we came up with a simple system for importing Final Fantasy's Ether into a campaign.

Healing potions are a common fixture in the Dungeons & Dragons multiverse and they have kept many a party of murderhobos alive, especially if they lack divine spellcasters. It's much rarer to see items that can help restore the spent magical abilities of spellcasters, which is something commonly seen in video games. The DMs who want to keep their players in the game for longer might want to consider adding the Ether items from the Final Fantasy series to their campaign.

The vast majority of the Final Fantasy games use a magic point system, with the stronger spells costing more points. The current edition of Dungeons & Dragons has a variation of that system, with each level of spell possessing its own separate allotment of slots that can be used each day. It's possible to accommodate for the spell level system by tweaking how Ethers work in Dungeons & Dragons

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How To Make MP Potions In D&D

The Different Ethers

Ether 

Potion, common

This mystical infusion has the ability to restore the spent magical abilities of spellcasters. A caster who drinks an Ether will regain a level one spell slot.

 

Hi-Ether

Potion, uncommon

This mystical infusion has the ability to restore the spent magical abilities of spellcasters. A caster who drinks a Hi-Ether will regain three spell slots, which can be arranged in any way the caster desires (a single third level spell slot, a level two & level one spell slot, or three level one spell slots).

 

Dry Ether

Potion, rare

This mystical infusion has the ability to restore the spent magical abilities of spellcasters. A caster who drinks a Dry Ether will regain six spell slots, which can be arranged in any way the caster desires (a single sixth level spell slot, two level three spell slots, six level one spell slots, etc.)

 

Turbo Ether

Potion, very rare

This mystical infusion has the ability to restore the spent magical abilities of spellcasters. A caster who drinks a Turbo Ether will regain nine spell slots, which can be arranged in any way the caster desires (a ninth level spell slot, three level three spell slots, nine level one spell slots, etc.)

 

Including Ethers In A Campaign

D&D Cleric artwork
Official Cleric art via Wizards of the Coast, Players Handbook

Ethers are useful in a number of different ways. If the DM wants to run an adventure with a timed quest that is intended to keep the player on their toes, then Ethers can be extremely useful, as the party won't need to rest as often to restore its spells. This means spellcasters won't have to hold back as much in order to preserve their limited slots.

Ethers are also useful as random encounter treasures. Magic items as a whole are rarer in fifth edition and players might feel cheated by the lack of loot from random encounters. An Ether (or one of its stronger variants) will be highly prized by the party, even if it only offers a marginal advantage/QoL improvement. It's also a great treasure to give to non-spellcasting enemies, as it explains why they never used it in the fight (which can be harder to explain with other potions).

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