Optional Rules

FF7's Materia Rules

These rules intend to simulate FF7's Materia rules. They intend to give players a similar experience to the game rules, with spells and abilities encapsulated inside magical orbs called "Materia" that can be equipped and unequipped at will. As it is with the rest of the FFRPG 4e system, this is not a direct translation of the videogame rules and instead tries to focus on the spirit of the game system.

General Character Creation changes

When using Materia, all characters have no Jobs. The HP and MP multipliers for all characters are the same as a Freelancer. During character Creation, the character must choose one weapon type, other than Twin Blades, and one armor type. Characters earn no Abilities at any level whatsoever. Those are the equipments the character may use without penalties. All characters start game with 1000 Gil instead of 200 Gil. Other than that, follow normal Character Creation rules.

Materia Slots

Equipment has an added property: Materia Slots. Each weapon or armor has a number of Materia Slots, of varying power. There are 4 types of Materia Slot, from weakest to strongest: Lesser, Greater, Superior and Master. Each Slot may hold exactly one Materia orb of its level or lower (thus, a Superior Materia Slot may hold any Materia except for a Master Materia). Materia may be inserted or removed from Slots at any moment outside combat. The number of Materia Slots in each equipment may not be changed by Invention or Blacksmith.

Swapping Weapons

Anytime you change weapons, you also change your equipped Materia. If this has any repercussions on your HP or MP values, change your current and maximum HP and/or MP by the amount indicated in the Materia.

Advancement

Due to the increased need of Gil due to Materia costs, increase the Gil rewards by something between 25% and 50%. Also, all characters may add their Air values to ARM and Water values to MARM if they're level 19 or greater, regardless if they have a level 19 core ability or not.

Materia Slot List

Equipment Type Min Level Slots
Armor 01 3 Lesser
Weapon 01 1 Lesser
Armor 10 4 Lesser, 2 Greater
Weapon 10 2 Lesser
Armor 19 4 Lesser, 3 Greater
Weapon 19 2 Lesser, 1 Greater
Armor 28 5 Lesser, 4 Greater
Weapon 28 2 Lesser, 2 Greter
Armor 37 5 Lesser, 4 Greater, 1 Superior
Weapon 37 2 Lesser, 2 Greater, 1 Superior
Armor 46 4 Lesser, 5 Greater, 3 Superior
Weapon 46 3 Lesser, 2 Greater, 1 Superior
Armor 55 5 Lesser, 4 Greater, 2 Superior, 2 Master
Weapon 55 3 Lesser, 3 Greater, 2 Superior
Armor 64 5 Lesser, 4 Greater, 2 Superior, 3 Master
Weapon 64 3 Lesser, 3 Greater, 3 Superior, 1 Master

Materia List

Independent (Purple) Materia

These Materia provides passive bonuses to the user and change its stats. When more than one Purple Materia's effects the same characteristic (HP, for example), use only the highest modifier.

Name Power Cost Effect
HP+ Lesser 250 Increase your HP by 1x your level
MP+ Lesser 280 Increase your MP by 1x your level
Warrior Lesser 200 You may equip Heavy Armor, Heavy Weapons, Polearms and Weapon & Shield
Archer Lesser 210 You may equip Medium Armor, Bows, Rifles and Throwing Weapons
Mage Lesser 190 You may equip Light Armor, Wands, Rods and Instruments
Duelist Lesser 180 You may equip Medium Armor, Claws/Gloves, Knives/Light Swords and Katanas
Ninja Lesser 245 You may equip Twin Blades
Arcane Fury Lesser 205 As Adept's Arcane Fury
Precise Shot Lesser 230 As Archer's Precise Shot
Quick Throw Lesser 200 As Archer's Quick Throw
Point Blank Lesser 270 As Archer's Point Blank
Warning Volley Lesser 240 As Archer's Warning Volley
Mana Armor Lesser 1420 As White Mage's Mana Armor
Brawler Lesser 170 As Monk's Brawler
Drunken Dance Lesser 210 As Monk's Drunken Dance
Spirit Power Lesser 270 As Monk's Spirit Power
Gillionaire Lesser 180 As Rogue's Gillionaire
Treassure Hunter Lesser 210 As Rogue's Treasure Hunter
Feint Lesser 370 As Rogue's Feint
Flee Lesser 240 As Rogue's Fight Another Day
Armored Agility Lesser 260 As Warrior's Armored Agility
Quick Hands Lesser 100 As Alchemist's Quick Hands
Sentinel Lesser 125 As Defender's Sentinel
Deadly Dance Lesser 590 As Dervish's Deadly Dance
Lightning Strike Lesser 275 Enemies cannot use interrupt actions to react to your attacks
Slim Target Lesser 275 As Fencer's Slim Target
Draw Out Lesser 350 As Squire's Draw Out
Counter Tackle Lesser 200 As Squire's Counter Tackle
Weaponcaster Lesser 780 As Squire's Weaponcaster
HP & MP+ Greater 2500 Increase your HP and MP by 1x your level
HP++ Greater 2450 Increase your HP by 2x your level
MP++ Greater 2850 Increase your MP by 2x your level
Quick Channeling Greater 3000 As Adept's Quick Channeling
Ambush Greater 1950 As Archer's Ambush
Phlegm Greater 1880 As Artist's Phlegm
Inspiration Greater 2780 As Artist's Inspiration
Favored Element (Element) Greater 3240 As Black Mage's Favored Element. Each individual Materia has a specific Element linked to it
Zen Awareness Greater 2500 As Monk's Zen Awareness
Invention Greater 4000 As Rogue's Invention. Remove one Greater Materia Slot from the equipment altered by Invention.
Blackshmith Greater 2000 As Warrior's Blacksmith. Remove one Greater Materia Slot from the equipment altered by Blacksmith.
Pharmacology Greater 2600 As Alchemist's Pharmacology
Alchemical Fire Greater 2600 As Alchemist's Alchemical Fire
Vaccination Greater 2600 As Alchemist's Vaccination
Poison Distilling Greater 2600 As Alchemist's Poison Distilling
Fury Greater 2300 As Berserker's Fury
Critical Comeback Greater 3500 As Berserker's Critical Comeback
Critical Speed Greater 3000 As Dervish's Critical Speed
Zen Focus Greater 2200 As Dervish's Zen Focus
Preemptive Greater 3200 As Fencer's Preemptive Attack
Just a Scratch Greater 4200 As Fencer's Just a Scratch
Total Defense Greater 5000 As Fencer's Total Defense
Tireless Greater 2500 As Phalanx's **Tireless
Spell Protection Greater 2500 As Rune Knight's Spell Protection
HP+++ Superior 9000 Increase your HP by 3x your level
MP+++ Superior 11000 Increase your MP by 3x your level
Marked Quarry Superior 8200 As Archer's Marked Quarry
Action and Reaction Superior 12200 As Time Mage's Action and Reaction
Fluid Time Superior 9500 As Time Mage's Fluid Time
Asceticism Superior 8800 As White Mage's Asceticism
Steal the Spotlight Superior 5100 As Rogue's Steal the Spotlight
Measured Risks Superior 12500 As Rogue's Measured Risks
Dragon Scales Superior 9900 As Warrior's Dragon Scales
Distribute Superior 6700 As Alchemist's Distribute
Unawavering Fury Superior 14000 As Berserker's Unawavering Fury
Deadly Accuracy Superior 12000 As Dervish's Deadly Accuracy
Deep Cuts Superior 14000 As Berserker's Deep Cuts
Fierce Assault Superior 12500 As Dervish's Fierce Assault
Impromptu Cover Superior 800000 As Fencer's Impropmtu Cover
Blade Barrier Superior 12000 As Fencer's Blade Barrier
Unshakable Superior 10000 As Phalanx's Unshakable first option
Overwhelm Defenses Superior 7980 As Squire's Overwhelm Defenses
Faith and Bravery Superior 8500 As Squire's Faith and Bravery
Ordered Retreat Superior 7000 As Squire's Ordered Retreat
Staggering Blow Master Rare As Adept's Staggering Blow
Projectile Rain Master Rare As Archer's Projectile Rain
Powerful Chord Master Rare As Artist's Powerful Chord
Dedicated Fans Master Rare As Artist's Dedicated Fans
Zen Mind Master Rare As Monk's Zen Mind
Kuuton Master Rare As Monk's !Kuuton
Phantom Rush Master Rare As Monk's !Phantom Rush
Footwork Master Rare As Rogue's Footwork
Rain of Blows Master Rare As Dervish's Rain of Blows
Precise Hits Master Rare As Dervish's Precise Hits
Water Dancer Master Rare As Fencer's Water Dancer
Fire Dancer Master Rare As Fencer's Fire Dancer
Indestructible Master Rare As Phalanx's Indestructible
Imbue Master Rare As Squire's Imbue

Green (Magic) Materia

These Materia grants Spells and/or Spell Groups to the user. When a Green Materia grants Spell Groups, use the levels of acquisition of each individual Spell to see which Spells the user can cast.

Name Power Cost Effect
Enemy Skill Lesser 320 You may cast all Initiate Blue Magic Spells this Materia orb has learnt. Whenever you're hit and survive a Blue Spell, the Materia permanently learns the spell.
Minor Fire Lesser 260 Grant the Fire Spell Group. Doesn't grant spells of level 32 or greater
Minor Ice Lesser 260 Grant the Ice Spell Group. Doesn't grant spells of level 32 or greater
Minor Lightning Lesser 260 Grant the Lightning Spell Group. Doesn't grant spells of level 32 or greater
Minor Death Lesser 260 Grant the Death Spell Group. Doesn't grant spells of level 32 or greater
Minor Transform Lesser 260 Grant the Transform Spell Group. Doesn't grant spells of level 32 or greater
Minor Poison Lesser 260 Grant the Poison Spell Group. Doesn't grant spells of level 32 or greater
Minor Cosmic Lesser 260 Grant the Cosmic Spell Group. Doesn't grant spells of level 32 or greater
Minor Teleport Lesser 260 Grant the Teleport Spell Group. Doesn't grant spells of level 32 or greater
Minor Gravity Lesser 260 Grant the Gravity Spell Group. Doesn't grant spells of level 32 or greater
Minor Slow Lesser 260 Grant the Slow Spell Group. Doesn't grant spells of level 32 or greater
Minor Weaken Lesser 260 Grant the Weaken Spell Group. Doesn't grant spells of level 32 or greater
Minor Stregthen Lesser 260 Grant the Strenghten Spell Group. Doesn't grant spells of level 32 or greater
Minor Flight Lesser 260 Grant the Flight Spell Group. Doesn't grant spells of level 32 or greater
Minor Healing Lesser 290 Grant the Healing Spell Group. Doesn't grant spells of level 32 or greater
Minor Light Lesser 260 Grant the Light Spell Group. Doesn't grant spells of level 32 or greater
Minor Air Lesser 260 Grant the Air Spell Group. Doesn't grant spells of level 32 or greater
Minor Purify Lesser 260 Grant the Purify Spell Group. Doesn't grant spells of level 32 or greater
Curse Lesser 160 Grant the Curse Spell.
Minor Water Lesser 1600 Grant the Water Spell Group. Doesn't grant spells of level 32 or greater
Minor Earth Lesser 1260 Grant the Earth Spell Group. Doesn't grant spells of level 32 or greater
Minor Shadow Lesser 1600 Grant the Shadow Spell Group. Doesn't grant spells of level 32 or greater
Minor Elemental Lesser 1200 Grant the Elemental Spell Group. Doesn't grant spells of level 32 or greater
Minor Life Lesser 1800 Grant the Life Spell Group. Doesn't grant spells of level 32 or greater
Minor Armor Lesser 1500 Grant the Armor Spell Group. Doesn't grant spells of level 32 or greater
Minor Shield Lesser 1500 Grant the Shield Spell Group. Doesn't grant spells of level 32 or greater
Minor Images Lesser 1350 Grant the Images Spell Group. Doesn't grant spells of level 32 or greater
Minor Speed Lesser 1800 Grant the Speed Spell Group. Doesn't grant spells of level 32 or greater
Minor Meteors Lesser 1600 Grant the Meteors Spell Group. Doesn't grant spells of level 32 or greater
Dispel Greater 2800 Grant the Dispell Spell.
Major Fire Greater 3200 Grant the Fire Spell Group.
Major Ice Greater 3200 Grant the Ice Spell Group.
Major Lightning Greater 3200 Grant the Lightning Spell Group.
Major Death Greater 3200 Grant the Death Spell Group.
Major Transform Greater 3200 Grant the Transform Spell Group.
Major Poison Greater 3200 Grant the Poison Spell Group.
Major Cosmic Greater 3200 Grant the Cosmic Spell Group.
Major Teleport Greater 3200 Grant the Teleport Spell Group.
Major Gravity Greater 3200 Grant the Gravity Spell Group.
Major Slow Greater 3200 Grant the Slow Spell Group.
Major Weaken Greater 3200 Grant the Weaken Spell Group.
Major Stregthen Greater 3200 Grant the Strenghten Spell Group.
Major Flight Greater 3200 Grant the Flight Spell Group.
Major Healing Greater 4100 Grant the Healing Spell Group.
Major Light Greater 3200 Grant the Light Spell Group.
Major Air Greater 3200 Grant the Air Spell Group.
Major Purify Greater 3200 Grant the Purify Spell Group.
Astra Greater 3100 Grant the Astra Spell.
Major Water Greater 4100 Grant the Water Spell Group.
Major Earth Greater 3550 Grant the Earth Spell Group.
Major Shadow Greater 4100 Grant the Shadow Spell Group.
Major Elemental Greater 4000 Grant the Elemental Spell Group.
Major Life Greater 6800 Grant the Life Spell Group.
Major Armor Greater 3000 Grant the Armor Spell Group.
Major Shield Greater 3000 Grant the Shield Spell Group.
Major Images Greater 2420 Grant the Images Spell Group.
Major Speed Greater 3900 Grant the Speed Spell Group.
Major Meteors Greater 4000 Grant the Meteors Spell Group.
Regeneration Greater 5020 Grant the Regeneration Spell Group.
Drain Superior 5420 Grant the Drain Spell Group.
Hex Superior 8900 Grant the Hex Spell Group.
Mage Bane Superior 7000 Grant the Mage Bane Spell Group.
Paralysis Superior 8900 Grant the Paralysis Spell Group.
Divination Superior 7000 Grant the Divination Spell Group.
Madness Superior 5420 Grant the Madness Spell Group.
Enchantment Superior 8900 Grant the Enchantment Spell Group.
Astraga Superior 7000 Grant the Astra and Astraga Spells.
Great Gospel Master Rare Grant the Great Gospel Spell.
Old Master Rare Grant the Old Spell.
Meteor Master Rare Grant the Meteor Spell.
Time Stop Master Rare Grant the Time Stop Spell.
Holy Master Rare Grant the Holy Spell.
Shield Master Rare Grant the Shield Spell.
Rebirth Master Rare Grant the Rebirth Spell.
Doomsday Master Rare Grant the Doomsday Spell.
Flare Master Rare Grant the Great Flare Spell.
Ultima Master Rare Grant the Great Ultima Spell.

Red (Summon) Materia

These Materia give acess to Summoned Beasts. You may use only the !Call version of the Beast, using your own level as guidelines to which effects you can cast.

Name Power Cost Effect
Asura Greater Unique As Asura
Chocobo Greater Unique As Chocobo
Fenrir Greater Unique As Fenrir
Ifrit Greater Unique As Ifrit
Lakshimi Greater Unique As Lakshimi
Ramuh Greater Unique As Ramuh
Shiva Greater Unique As Shiva
Valefor Greater Unique As Valefor
Atomos Superior Unique As Atomos
Carbuncle Superior Unique As Carbuncle
Catoblepas Superior Unique As Catoblepas
Golem Superior Unique As Golem
Kirin Superior Unique As Kirin
Madeen Superior Unique As Madeen
Sylph Superior Unique As Sylph
Titan Superior Unique As Titan
Unicorn Superior Unique As Unicorn
Alexander Master Unique As Alexander
Cerberus Superior Unique As Cerberus
Kujata Superior Unique As Kujata
Leviathan Superior Unique As Leviathan
Odin Superior Unique As Odin
Phoenix Superior Unique As Phoenix
Sraphin Superior Unique As Sraphin
Zodiac Superior Unique As Zodiac

Yellow (Command) Materia

These Materia provide new actions to its user, be it attacks or reactions.

Name Power Cost Effect
Elemental Strike Lesser 240 As Adept's !Elemental Strike
Shadow Strike Lesser 260 As Adept's !Shadow Strike
Holy Strike Lesser 260 As Adept's !Holy Strike
Will Shield Lesser 260 As Adept's !Will Shield
Charge Lesser 220 As Archer's !Charge
Hide Lesser 120 As Artist's !Hide
Flirt Lesser 260 As Artist's Flirt
Witch Hunt Lesser 185 As Artist's Witch Hunt Dance
Darkness Dance Lesser 195 As Artist's Darkness Dance Dance
Toxic Dance Lesser 180 As Artist's Toxic Dance Dance
Temptation Tango Lesser 1505 As Artist's Temptation Tango Dance
Wicked Waltz Lesser 1505 As Artist's Wicked Waltz Dance
Sword Dance Lesser 205 As Artist's Sword Dance Dance
Lullaby Lesser 350 As Artist's Lullaby Song
Mambo Lesser 180 As Artist's Mambo Song
Elegy Lesser 165 As Artist's Elegy Song
Seraph Song Lesser 1420 As Artist's Seraph Song Song
Witch Hunt Lesser 195 As Artist's Witch Hunt Dance
Mimic Lesser 195 As Artist's Mimic Mimicry
Mirror Mimic Lesser 235 As Artist's Mirror Mimic Mimicry
Throw Lesser 200 As Artist's !Throw
Legend Lesser 240 As Artist's !Legend
Phase Lesser 210 As Time Mage's !Phase
Lore Lesser 160 As Druid's !Lore
Geomancy Lesser 200 As Druid's !Geomancy
Tame Lesser 210 As Druid's !Tame
Intimidation Lesser 170 As Druid's !Intimidation
Advice Lesser 520 As Druid's !Advice
Katon Lesser 240 As Monk's !Katon
Suiton Lesser 240 As Monk's !Suiton
Fuuton Lesser 240 As Monk's !Fuuton
Doton Lesser 240 As Monk's !Doton
Punch Rush Lesser 1500 As Monk's !Punch Rush
Steal Lesser 270 As Rogue's !Steal
Detect Lesser 170 As Rogue's !Detect
Peep Lesser 170 As Rogue's !Peep
Lucky Odds Lesser 170 As Rogue's !Lucky Odds
Karma Lesser 700 As Rogue's !Karma
Arc Lesser 150 !Arc: as !Attack, but Ranged
Jump Lesser 280 As Warrior's !Jump
Mighty Strike Lesser 250 As Warrior's !Mighty Strike
Minus Strike Lesser 300 As Warrior's !Minus Strike
Armor Break Lesser 1300 As Warrior's !Armor Break
Mental Break Lesser 1300 As Warrior's !Mental Break
Dirty Fighting Lesser 800 As Warrior's !Dirty Fighting
Pommel Strike Lesser 1600 As Warrior's !Pommel Strike
Treatment Lesser 1050 As Alchemist's !Treatment
Counter Attack Lesser 200 As Berserker's Counter Attack
Howl Lesser 1600 As Berserker's !Howl
Cover Lesser 180 As Defender's !Cover
Quick Draw Lesser 280 As Dervish's Quick Draw
Arrow Guard Lesser 190 As Fencer's !Arrow Guard
Third Eye Lesser 210 As Phalanx's !Third Eye
Runic Lesser 250 As Rune Knight's !Runic
Magic Ruin Lesser 1150 As Rune Knight's !Magic Ruin
Artful Dodge Lesser 180 As !Dodge, but with difficulty 40
Snake Fang Greater 1900 As Adept's !Snake Fang
Hallowed Bolt Greater 1980 As Adept's !Hallowed Bolt
Black Sky Greater 1980 As Adept's !Black Sky
Shadow Blade Greater 2400 As Adept's !Shadow Blade
Stasis Strike Greater 2680 As Adept's !Stasis Strike
Fury Brand Greater 2880 As Adept's !Fury Brand
Night Sword Greater 3200 As Adept's !Night Sword
Cleansing Strike Greater 2750 As Adept's !Cleansing Strike
Fury Brand Greater 2880 As Adept's !Fury Brand
Great Charge Greater 3500 As Archer's !Great Charge
Reflex Shot Greater 2550 As Archer's !Reflex Shot
Vitals Aim Greater 1950 As Archer's !Vitals Aim
Arm Aim Greater 1880 As Archer's !Arm Aim
Leg Aim Greater 1880 As Archer's !Leg Aim
Head Aim Greater 1880 As Archer's !Head Aim
Eye Aim Greater 1880 As Archer's !Eye Aim
Wing Aim Greater 1600 As Archer's !Wing Aim
Mindblow Greater 2600 As Archer's !Mindblow
Hater Greater 2500 As Artist's !Hater
Jitterbug Greater 3000 As Artist's Jitterbug Dance
Slow Dance Greater 2500 As Artist's Slow Dance Dance
Break Dance Greater 3500 As Artist's Break Dance Dance
Virulent Flourish Greater 2600 As Artist's Virulent Flourish Dance
Water Rondo Greater 1950 As Artist's Water Rondo Song
Battle Cry Greater 2150 As Artist's Battle Cry Song
Etude Greater 2250 As Artist's Etude Song
Requiem Greater 2650 As Artist's Requiem Song
Element Carol Greater 1760 As Artist's Element Carol Song
Earth Blues Greater 2850 As Artist's Earth Blues Song
Toad Song Greater 3100 As Artist's Toad Song Song
Memory Mimic Greater 2850 As Artist's Memory Mimic Mimicry
Reflex Mimic Greater 1400 As Artist's Reflex Mimic Mimicry
Sketch Greater 1400 As Artist's Sketch Mimicry
Delay Greater 2040 As Time Mage's !Delay
Air Gust Greater 1520 As Druid's !Air Gust
Adaptative Tolerance Greater 2100 As Druid's Adaptative Tolerance
Parley Greater 3800 As Druid's !Parley
Zen Evasion Greater 2500 As Monk's !Zen Evasion
Aura Bolt Greater 2750 As Monk's !Aura Bolt
Dark Bolt Greater 2750 As Monk's !Dark Bolt
Kick Greater 2660 As Monk's !Kick
Dice Greater 2240 As Rogue's !Dice
Dismantle Greater 2500 As Rogue's !Dismantle
Moogle Reels Greater 2220 As Rogue's !Moogle Reels
Lucky Seven Greater 777 As Rogue's !Lucky Seven
Counter Theft Greater 3200 As Rogue's Counter Theft
Power Break Greater 3300 As Warrior's !Power Break
Magic Break Greater 3300 As Warrior's !Magic Break
Quadra Slam Greater 5000 As Warrior's !Quadra Slam
Guardbreak Greater 4000 As Warrior's !Guardbreak
Double Cut Greater 5000 As Warrior's !Double Cut
Slash All Greater 2900 As Warrior's !Slash All
Blade Beam Greater 2700 As Warrior's !Blade Beam
Hamedo Greater 2400 As Berserker's !Hamedo
Provoke Greater 2100 As Berserker's !Provoke
Shared Pain Greater 3100 As Defender's |Shared Pain
Noble Sacrifice Greater 1500 As Defender's Noble Sacrifice
Double Parry Greater 3000 As Dervish's !Double Parry
Feign Weakness Greater 2500 As Fencer's Feign Weakness
Testudo Greater 3800 As Phalanx's !Testudo
Shield Wall Greater 2800 As Phalanx's !Shield Wall
Focus Greater 3600 As Squire's !Focus
Counter Magic Greater 3500 As Wizard's Counter Magic Sage option
Shieldbreak Greater 3500 As Wizard's !Shieldbreak
Demi Shock Superior 5200 As Adept's !Demi Shock
Mana Safe Superior 7900 As Adept's Mana Safe
Colossus Slayer Superior 11000 As Archer's !Vitals Aim modified by Colossus Slayer
Do Over Superior 6900 As Artist's !Do Over
Deadly Duet Superior 5800 As Artist's Deadly Duet Dance
Dance of the Dead Superior 7100 As Artist's Dance of the Dead Dance
Fatal Flamenco Superior 11000 As Artist's Fatal Flamenco Dance
Dirty Dancing Superior 10500 As Artist's Dirty Dancing Dance
Last Song Superior 5550 As Artist's Last Song Song
Round Warding Superior 9900 As Artist's Round Warding Song
Hero's Rhyme Superior 10700 As Artist's Hero's Rhyme Song
Earth Slash Superior 6060 As Druid's !Earth Slash
Quagmire Superior 10060 As Druid's !Quagmire
Truce Superior 8010 As Druid's !Truce
Atemi Superior 7700 As Druid's !Atemi
Chakra Superior 7700 As Druid's !Chakra
Chi Blast Superior 7700 As Druid's !Chi Blast
Gil Toss Superior 5724 As Rogue's !Gil Toss
Chocobo Reels Superior 6363 As Rogue's !Chocobo Reels
Steal Heart Superior 8000 As Rogue's !Steal Heart
Distract Superior 10500 As Rogue's !Distract
Dragon Breath Superior 7600 As Warrior's !Dragon Breath
Mix Superior 8900 As Alchemist's !Mix
Dispel Strike Superior 6400 As Rune Knight's !Dispel Strike
Yell Superior 5000 As Squire's !Yell
Shellburst Stab Master Rare As Adept's !Shellburst Stab
Soul Eater Master Rare As Adept's !Soul Eater
Divine Ruination Master Rare As Adept's !Divine Ruination
Barrage Master Rare As Archer's !Barrage
Crippling Shot Master Rare As Archer's !Crippling Shot
Nameless Dance Master Rare As Artist's Nameless Dance Dance
Nameless Song Master Rare As Artist's Nameless Dance Song
Take Over Master Rare As Artist's Take Over Mimicry
Magic Reels Master Rare As Rogue's !Magic Reels
Finishing Touch Master Rare As Warrior's !Finishing Touch
Shock Master Rare As Warrior's !Shock
Iaijustsu Master Rare As Warrior's !Iaijutsu
W-Item Master Rare As Alchemist's !W-Item
Auto-Potion Master Rare As Alchemist's !Auto-Potion
Furious Madness Master Rare As Berserker's Furious Madness
Air Dancer Mster Rare As Fencer's Air Dancer
Scream Master Rare As Phalanx's !Scream
Meatbone Slash Master Rare As Phalanx's !Meatbone Slash
Return Magic Master Rare As Rune Knight's !Runic and !Return Magic
Triple Magic Master Rare As Rune Knight's !Triple Magic
Spell Ruin Master Rare As Rune Knight's !Spell Ruin
W-Magic Master Rare As Wizard's !W-Magic

Blue (Support) Materia

These Materia can be attached to other Materia (check each Materia's description) to unlock extra abilities and powers. Each individual Materia may only be subject to one Blue Materia's Effects, and eacb Blue Materia may only be be attached to one Materia. Should a character equip multiple copies of the same Green, Red or Yellow Materia, it may equip different Blue Materia to each copy and treat them as separate abilities, choosing which one to employ each time they use it.

Name Power Cost Effect Attaches to
Life Burn Lesser 180 You may quicken the action as Adept's Martial Discipline using HP Yellow Materia
Elemental Soul Lesser 500 Augment the action as Adept's Elemental Soul Will Shield, Stasis Strike, Fury Brand or Cleansing Strike
Color Splash Lesser 1150 Change the action as Artist's Color Splash Mimicry Yellow Materia with a Mimicry action
Target Mimicry Lesser 1290 Change the action as Artist's Target Mimic Mimicry Yellow Materia with a Mimicry action
Elemental Burst Lesser 240 Augment the spells as Black Mage's Elemental Burst Green Materia
Elemental Shock Lesser 220 Augment the spells as Black Mage's Elemental Shock Green Materia
Piercing Arcana Lesser 160 Augment the spells as Black Mage's Piercing Arcana Green Materia
Magic Resistance Lesser 500 You resist status inflicted by the spells as Black Mage's Magic Resistance Green Materia
Careful Casting Lesser 490 Augment the spells as Black Mage's Careful Casting Green Materia
Careful Casting Lesser 410 Augment the spells as Time Mage's Wild Magic Green Materia
Heavenly Blessing Lesser 1670 As White Mage's Heavenly Blessing Green Materia with Heavenly or Protective Spell
Quick Casting Lesser 800 Augment the action as Druid's Quick Casting Yellow or Red Materia
Martial Channeling Lesser 120 Augment the action as Druid's Martial Channeling Yellow Materia
Nature's Blessing Lesser 500 The attached materia can be used to cast Acolyte Blue Spells. Does not count against the limit of Blue Materia attached to the same Materia Enemy Skill Materia
Geomancy Plus Lesser 800 You may use MP to increase the power of !Geomancy or !Geotrance Geomancy and Geotrance Yellow Materia
Magical Camouflage Lesser 220 The augmented action or Spell may avoid up to 2 targets when targetting your own group Green, Yellow or Red Materia
Elan Lesser 1100 The augmented action target all enemies Katon, Fuuton, Doton and Suiton Materia
Vengeful Spirits Lesser 1100 The augmented action always critcal hit when sucessful Katon, Fuuton, Doton and Suiton Materia
Raiton Lesser 600 You may use Monk's !Raiton, and use the attached materia to augment !Raiton in its table Katon, Fuuton, Doton and Suiton Materia
Balanced Chakras Lesser 800 The augmented action may use Earth or Fire as its Offensive Stat. Does not count against the limit of Blue Materia attached to the same Materia. Yellow Materia whose action use Earth or Fire as its Offensive Stat
Adroit Lesser 800 The augmented action may use Earth or Air as its Offensive Stat. Does not count against the limit of Blue Materia attached to the same Materia. Yellow Materia whose action use Earth or Air as its Offensive Stat
Graceful Weave Lesser 800 The augmented action may use Air or Fire as its Offensive Stat. Does not count against the limit of Blue Materia attached to the same Materia. Yellow Materia whose action use Air or Fire as its Offensive Stat
Impromptu Mage Lesser 800 The augmented Spell may use Water or Fire as its Offensive Stat. Does not count against the limit of Blue Materia attached to the same Materia. Green or Red Materia
Critical Force Lesser 300 Augment the action as Warrior's Critical Force Yellow Materia whose action use a weapon attack
Ability Arc Lesser 100 Augment the action with Ranged Yellow Materia whose action use a weapon attack
Weapon Specialist Lesser 1200 Augment the action as Warrior's Weapon Specialist Mighty Strike, Jump, Minus Strike or Dragon Breath Materia
Mastery of Destruction Lesser 900 Augment the action as Warrior's Mastery of Destruction Armor Break, Mental Break, Power Break or Magic Break Materia
Riposte Lesser 120 Augment the action as Berserker's Riposte Counter Attack or Hamedo Materia
Kharmic Strike Lesser 120 Augment the action as Berserker's Kharmic Strike Counter Attack or Hamedo Materia
Ignore Pain Lesser 600 Augment the action as Berserker's Ignore the Pain Provoke Materia
Sovereign Mind Lesser 1100 Augment the action As Berserker's Sovereign Mind. Does not count against the limit of Blue Materia attached to Counter Attack. Counter Attack or Hamedo Materia
Bloodlust Lesser 1500 When the attached materia's effect kicks off, it target you and all allies Fury, Critical Speed, Tireless or Spell Protection Materia
Danger Zone Lesser 1500 At the start of round, you may spend HP equal to 25% of your max HP to gain the effects of the attached materia's until the end of round, regardless of your current HP Fury, Critical Speed, Tireless or Spell Protection Materia
Enhanced Status Lesser 1500 Double the HP threshold to gain the effects of the attached materia Fury, Critical Speed, Tireless or Spell Protection Materia
Arcane Defense Lesser 220 As Defender's Arcane Defense Cover Materia
Perseu's Mirror Lesser 1100 As Defender's Perseu's Mirror Astra or Astraga Materia
Surprise Assault Lesser 120 As Fencer's Surprise Assault Yellow Materia
Magical Reflexes Lesser 800 You may use the augmented reaction when hit by Spells to avoid them Artful Dodge, Arrow Guard and Third Eye Materia
Huge Target Lesser 600 Augment the attached reaction as Phalanx's Huge Target Artful Dodge, Arrow Guard, Runic or Third Eye Materia
Runic Shield Lesser 150 You may use !Shield Wall against magical attacks Shield Wall Materia
Magic Drain Lesser 250 As Rune Knight's Magic Drain Runic or Return Magic Materia
Runic Area Lesser 250 As Rune Knight's Runic Area Runic or Return Magic Materia
Offensive Runes Lesser 250 As Rune Knight's Offensive Runes Runic or Return Magic Materia
Selective Dispel Lesser 1210 As Rune Knight's Selective Dispel Dispel Strike Materia
Anti-Magic Zone Lesser 1210 As Rune Knight's Anti-Magic Zone Dispel Strike Materia
Mana Well Lesser 600 As Squire's Mana Well Focus Materia
Residual Energy Lesser 1010 Augmented Materia's Spells release energies as Wizard's Residual Energies Green or Red Materia
Vital Sacrifice Lesser 1100 Augment the Materia's Spells with Wizard's Vital Sacrifice Green or Red Materia
Summon Lesser 400 You may !Summon the attached Materia Red Materia
Spirit Burn Greater 1900 You may quicken the action as Adept's Martial Discipline using HP or MP Yellow Materia
Reckless Sacrifice Greater 2050 You enhance the action as Adept's Reckless Sacrifice Yellow Materia that inflicts negative status
Deadly Precision Greater 1500 The action also deals 75% weapon damage Yellow Materia that uses a weapon attack and deals no damage
Patience Shot Greater 2300 Increase charge time and damage as Archer's Patience Shot Yellow Materia
Final Action Greater 4500 May use the action as a free action when reduced to 0 HP. Yellow Materia
Worldy Shock Greater 1650 Augment the spells as Black Mage's Worldy Shock Green Materia
Obliterate Greater 2240 Augment the spells as Black Mage's Obliterate Green Materia
Acceleration Greater 1250 Augment the spells as Time Mage's Accelerate Green Materia
Magic Shield Greater 1650 Augment the spells as White Mage's Magic Shield Green Materia with Protective Spells
Offensive Barriers 1800 Greater Augment the spells as White Mage's Offensive Barriers Green Materia
Learning Greater 2800 The attached materia can learn Blue Spells even when you're reduced to 0 HP by it and by rolling a d100 as Druid's Natural Domain Enemy Skill Materia
Nature's Blessing Greater 4500 The attached materia can be used to cast Master Blue Spells. Does not count against the limit of Blue Materia attached to the same Materia Enemy Skill Materia
Tame Plus Greater 2500 Augment !Tame as Druid's Natural Domain Tame Materia
Flurry Greater 2800 As Monk's Flurry of Blows Punch Rush Materia
Suplex Greater 3600 As Monk's Suplex Punch Rush Materia
Spiritual Chakras Greater 4200 Augment the action as Monk's Spiritual Chakras Yellow Materia that does magical damage
Mug Greater 4200 Augment the action as Rogue's Abandon Subtlety Steal Materia
Dragon Horn Greater 3500 Augment the action as Warrior's Dragon Horn Jump Materia
Magical Counter Greater 4000 You may use the attached action when you're hit by a magical attack or Spell Counter Attack or Hamedo
All Greater 5620 When you use this Spell on several targets, use the Single-target damage if it is greater. Green Materia
Defensive Mastery Greater 2000 Reduce the reaction's difficulty by 20 Yellow Materia with a reaction
Mighty Dodge Greater 4000 As Squire's Mighty Dodge Artful Dodge Materia
Arcane Warrior Greater 2100 As Wizard's Arcane Warrior Green or Red Materia
Persistent Curses Greater 2100 As Wizard's Persistent Curses Green or Red Materia
Easy Call Greater 2400 You may equip the attached Materia on a Slot one tier lower Red Materia
Dark Pact Superior 4800 You may quicken the action as Adept's Martial Discipline using HP AND enhance it as Adept's Dark Pact Yellow Materia
Elemental Overload Superior 4900 You may quicken the action as Adept's Martial Discipline using HP AND enhance it as Adept's Elemental Overload Yellow Materia
Nature's Blessing Superior 15500 The attached materia can be used to cast Ancient Blue Spells. Does not count against the limit of Blue Materia attached to the same Materia Enemy Skill Materia
Suplex Plus Superior 5600 As Monk's Suplex and Flurry of Blows Punch Rush Materia
Dragon Master Superior 8100 Augment the action as Warrior's Dragon Horn and Weapon Specialist Jump Materia
Lethal Blow Superior 7500 Augment the action as Warrior's Lethal Blow Dragon Breath or Minus Strike Materia
Dragon Blood Superior 9800 When an enemy attack reduces your HP to 25% of its maximum or less, use the attached action Yellow Materia
Scorching Strikes Superior 6600 Augment the action as Warrior's Scorching Strikes Armor Break, Mental Break, Power Break or Magic Break Materia
Rage Magic Superior 8800 When the attached Spell critical hits, you may spend 25% extra MP to deal double damage. Red or Green Materia
Lethal Precision Superior 10500 Augment the attached materia as Dervish's Lethal Precision Yellow Materia
Armor Specialist Superior 4900 As Phalanx's Armor Specialist Third Eye and Arrow Guard Materia
Silent Spell Superior 9500 As Wizard's Silent Spell Red Mage option, cast a spel from the attached Materia Green or Red Materia
Magical Counter Plus Master Rare You may use the attached action when you're hit by a magical attack or Spell. Does not count against the limit of Blue Materia attached to the same Materia Counter Attack or Hamedo
Spellblade Specialist Master Rare Attaches to a Yellow and a Green Materia. You may use both Materia as a single action. Yellow and Green Materia

by Bruno Carvalho


King_Aetolus' FF1 Monster Converting rules

Monster Creation: Converting from FF1

1. Find the Monster’s Stats

  • Attack = Earth
  • Intelligence = Fire
  • Agility = Air
  • Accuracy = Water

2. Find the Monster’s ARM & MARM

  • Defense/4 = ARM
  • Magic Defense/4 = MARM

3. Decide on Monster’s Type:

  • Aberration: i. a catch-all type that covers the monsters that can’t be categorized in any of the other types. Due to its breadth, there are no characteristics and abilities that define this type.
  • Aquan: i. Creatures that live in water, typically, although many can act on dry land. Usually have Lightning Vulnerable and Water Resist or Water Immune.
  • Construct: i. Golems and machines, made of stone, wood, metal or other materials, animated by magic or technology. Usually they have resistance or immunity to several conditions, such as the Mental, Toxic and Transform types. Depending on the material, they may have elemental vulnerabilities and immunities.
  • Demon: i. Supernatural antagonists serving the cause of evil, usually with great magical powers. Usually have Light Vulnerable and Shadow Resist or Shadow Immune.
  • Dragon: i. Monstrous reptiles, ranging from snake- like creatures to large winged lizards. Drakes range from small power to legendary creatures of similar power to gods. Due to its breadth, there are no characteristics and abilities that define this type.
  • Elementals: i. Creatures with a deep relationship with a specific element. Usually have immunity or even the absorption to that element.
  • Beast: i. The 'natural' world inhabitants, including common animals, monstrous animals and other wildlife, even those distorted by magic. Often have Ice Vulnerable.
  • Humanoid: i. Creatures of with biology and proportions similar to humans. Often have Shadow Vulnerable and Bio Vulnerable.
  • Undead: i. Unliving creatures reanimated by supernatural circumstances or ghosts that haunt the living. Usually they have Fire Vulnerable and Zombie.

4. Decide on the Monster’s Class:

Will decide their Power level& number of Initiative dice. Be aware, that Initiative dice may go up for other factors (Extra limbs for example)

  • Minion: Weakest form, usually works for others i. 2 Initiative Dice Example: Imp (Goblin)
  • Common: regular form of the beast. i. 3 Initiative Dice Example: Gr.Imp (Goblin Guard)
  • Elite: Stronger version i. 4 Initiative Dice Example: Black Goblin
  • Boss: The Strongest version. i. 5 Initiative Dice Example: Knocker.

5. Calculate the Monster’s Level:

Look at the stats, Round each Stat down to the nearest 10ths, Add these up. Minimum of 1

6. Calculate the Hit Points

  • Minions: (4xLevel) + Earth.
  • Common: (5xLevel) + Earth
  • Elites: (6xLevel) + Earth
  • Boss: (7x Level) +Earth.

7. Calculate the Magic Points:

  • Minions: Water Score.
  • Common: Level + Water
  • Elite: (2xLevel) + Water
  • Bosses: (4xLevel)+Water

8. Convert Special Abilities over

  • Find the closest spell / or ability and copy it; or
  • Create a new spell or ability from scratch to match.

9. Other Details

  • Write down any Weaknesses, Resistances, Immunities, and absorb abilities.
  • Decide on the Spoils (Amount of Gil, & dropped Items)

10. Fill in Experience (optional):

Find Base Experience:

  • Minions: 2xlevel
  • Common: 4xlevel
  • Elite: 6xlevel
  • Boss: 8xlevel

Add spoils Experience:

  • For every 100GP in Money +1point
  • For each potion, or battle item, +1 point
  • For each Weapon or armor, +2 points

** Add combat Stat Experience:**

  • Initiative: For every dice over the base +2 points i. Minion with 3 initiative = 2 points ii. Boss with 8 initiative = 6 points
  • For every combat action it can use over 1, +2 points
  • For every element it has resistance to: +2 points
  • For every element it has Immunity to: +4 points
  • For every element it has Absorb to: +8 points:
  • For every automatic status (Flight, float, etc): +2 points
  • For every Vulnerability: -2 points
  • If the monster has an SOS action: +2 points
  • Every Point of ARM +1
  • Every Point of MARM +2

Example Monster Conversion: Goblin (Alphagenan)

(Video game statistics from: https://finalfantasy.fandom.com/wiki/Goblin_(Final_Fantasy) )

Attack: 4 Intelligence: 1 Agility: 3 Accuracy: 2 Defense: 4 M. Defense 16
HP: 8 MP: 0 Elemental Affinities: None Abilities: None Resistant to: None Items Dropped: None GP: 6

Step1: Find the Monster’s Stats Attack = Earth Intelligence = Fire Agility = Air Accuracy = Water Goblin (Alphagenon) Earth: 4 Air: 3 Fire: 1 Water: 2

Step2: Find the Monster’s ARM & MARM Defense/4 = ARM Magic Defense/4 = MARM Goblin (Alphagenon) Earth: 4 Air: 3 Fire: 1 Water: 2 Arm: 1 (4/4) MARM: 4 (16/4)

Step 3: Decide on the Monster’s Type: This step does not affect the monster as much as the rest. It is just there to help picture the monster. Goblins are Humanoid, they have 2 arms, a head, and walk on 2 legs. Goblin (Alphagenon): Humanoid: Earth: 4 Air: 3 Fire: 1 Water: 2 Arm: 1 (4/4) MARM: 4 (16/4)

Step 4: Decide on the Monster’s Class: Since Goblins are the weakest from of their Monster type, we’ll chose Minion Goblin (Alphagenon): Humanoid Minion Earth: 4 Air: 3 Fire: 1 Water: 2 Arm: 1 (4/4) MARM: 4 (16/4) 2 Initiative

Step 5: Calculate the Monster’s Level: Look at the stats, Round each Stat down to the nearest 10ths, Add these up. (Minimum of 1) Earth: 4 / 10 = 0. Air: 3 / 1 = 0 Fire: 1 / 10 = 0 Water: 2 / 10 = 0 0+0+0+0= 0 (Minimum of 1) Goblin (Alphagenon): Level 1 Humanoid Minion Earth: 4 Air: 3 Fire: 1 Water: 2 Arm: 1 MARM: 4 2 Initiative

Step 6: Calculate the Hit Points Minions: (4xLevel) + Earth. Goblin (Alphagenon): Level 1 Humanoid Minion Earth: 4 Air: 3 Fire: 1 Water: 2 HP: 8 (Level1x4=4, Earth=4) Arm: 1 MARM: 4

Step7: Calculate the Magic Points: Minions: Water Score. Goblin (Alphagenon): Level 1 Humanoid Minion Earth: 4 Air: 3 Fire: 1 Water: 2 HP: 8 MP: 2 (Water=2) Arm: 1 MARM: 4

Step 8: Convert Special Abilities over Alphagenon Goblins have no special abilities, but the picture has a knife. So we will look at the info for knives: Goblin (Alphagenon): Level 1 Humanoid Minion Earth: 4 Air: 3 Fire: 1 Water: 2 HP: 8 MP: 2 (Water=2) Arm: 1 MARM: 4 !Knife Attack: (Quick Physical Attack) Air vs Air Difficulty 40 6 damage (Puncture)

Step 9: Write down any Weaknesses, Resistances, Immunities, and Absorb abilities. Goblins have none of these.

Step 10: Decide on the Spoils (Amount of Gil, & dropped Items) Goblins give 6 gil

Step 11: Fill in Experience: (See below)

Find Base Experience: Minions: 2xlevel Goblins are level 1, (EXP is 2)

Add spoils Experience: For every 100GP in Money +1 point Goblins, give 6gil (Round up to the nearest 100) +1 (Total 3 EXP)

Add combat Stat Experience: a. Initiative: For every dice over the base +2 points Goblins don’t have any special ability to allow more attacks. +0 (Total 3EXP) b. For every combat action it can use over 1, +2 points Goblins only have 1 type of attack.: +0 (Total 3EXP) c. For every element it has resistance to: +2 points Goblins don’t have: +0 (Total 3 EXP) d. For every element it has Immunity to: +4 points Goblins don’t have: +0 (Total 3 EXP) e. For every element it has Absorb to: +8 points: Goblins don’t have: +0 (Total 3 EXP) f. For every automatic status (Flight, float, etc): +2 points Goblins don’t have: +0 (Total 3 EXP) g. For every Vulnerability: -2 points Goblins don’t have: +0 (Total 3 EXP) h. If the monster has an SOS action: +2 points Goblins don’t have: +0 (Total 3 EXP) i. Every Point of ARM +1 Goblins have 1 ARM : +1 (Total 4EXP) j. Every Point of MARM +2 Goblins have 4 MARM : +8 (Total 12EXP)

Now Alphagenon Goblins Appear like this:

Goblin 1st Level Humanoid Minion
Earth 4 Air 3 Fire 1 Water 2
Hit Points 8 Magic Points 2 Armor 1 M. Armor 4
Spoils: 6Gil Experience: 12
Initiative 2 Dice
Attacks
Knife: Quick physical action Air vs Air (40) 6 Damage (Puncture)

Vulnerable: None Resist: None Immune: None Auto: None Sos: None Absorb: None

by /u/King_Aetolus

Fitzy's Limit Break rules

https://docs.google.com/document/d/1S5j327s6dhWhAWWPq7144NtdobYNOS2L9bEiaSxrcrA/edit?usp=sharing

by Fitzy

Robert N.'s Limit Break rules

https://homebrewery.naturalcrit.com/share/rcEdYkv20Pvw

by Robert N.

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