Materia
Select a materia category.


Magic Materia
Support Materia
Independent Materia
Command Materia
Page 1 Summon Materia
Page 2 Summon Materia
Enemy Skills
Materia Equipping Effects Values
How does equipping materia effect the statistical characteristics of my character?

Strength: Character's overall strength when equipped with materia. Measured in points.

Magic: Character's magic power when equipped with materia. Measured in points.

MaxHP: Maximum HP variance when equipped with materia, Measured in percent OF maximum HP.

MaxMP: Maximum MP variance when equipped with materia. Measured in percent OF maximum MP.

MagicDef: Magic defensive power when equipped with materia. Measured in points.

Vitality: Overall character's battle potential. Measured in points.

Luck: Character's luck in battle, based on offensive and defensive ability. Measured in points.

Dexterity: Character's overall speed and evasive ability. Measured in points.

Equipping Support Materia
How does support materia work with attached materia?



Support materia works by attaching a support materia and a supported materia together in a linked spot on your weapon or armor. This linkage combines the effects of both materia.

All attached materia linked to support materia are used to the best of their abilites automatically. For example, if you attach a Restore materia that has Cure, Cure2, and Cure3 to a Final Attack materia, Cure3 will be used. This also applies for offensive materia as well; the strongest available spell or command function will be used.

     Main >   Final Fantasy VII > Materia > Magic Materia



 Magic Materia

Display in ascending order based on the 'Magic Materia' field.Display in descending order based on the 'Magic Materia' field.

 Price

Display in ascending order based on the 'Price' field.Display in descending order based on the 'Price' field.

Ice
Inflicts a cold, freezing elemental spell upon the enemy.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Ice
Ice2
Ice3
0 AP
2000 AP
18000 AP
35000 AP
4
22
52
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

600 Gil
Sector 7 Slums
Sector 5 Slums
Wall Market
Fort Condor (Disc1)
Inner Junon (Disc1)
Costa Del Sol
Mideel (2nd Visit)

 Acquire
Initially Equipped (Cloud)
Lightning
Inflicts lightning element against the enemy.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Bolt
Bolt2
Bolt3
0 AP
2000 AP
18000 AP
35000 AP
4
22
52
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

600 Gil
Sector 7 Slums
Sector 5 Slums
Wall Market
Fort Condor (Disc1)
Inner Junon (Disc1)
Costa Del Sol
Mideel (2nd Visit)

 Acquire
Initially Equipped (Cloud)
Restore
Heals HP to party members. Use Cure spells to cure party members. Use Regen to slowly regenerate HP during battle
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Cure
Cure2
Regen
Cure3
0 AP
2500 AP
17000 AP
25000 AP
40000 AP
5
24
30
64
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

750 Gil
Sector 7 Slums
Sector 5 Slums
Wall Market
Fort Condor (Disc1)
Inner Junon (Disc1)
Costa Del Sol
Mideel (2nd Visit)

 Acquire
Mako Reactor 1
Fire
Englufs the enemy in scorching flames.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Fire
Fire2
Fire3
0 AP
2000 AP
18000 AP
35000 AP
4
22
52
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

600 Gil
Sector 7 Slums
Sector 5 Slums
Wall Market
Fort Condor (Disc1)
Inner Junon (Disc1)
Costa Del Sol
Mideel (2nd Visit)

 Acquire
Initially Equipped (Red XIII)
Poison
Infects enemies with poison and continually decreases HP until death.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Bio
Bio2
Bio3
0 AP
5000 AP
20000 AP
38000 AP
8
36
80
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

1500 Gil
Kalm
Inner Junon (Disc1)
Costa Del Sol (Discs2&3)

 Acquire
Shinra HQ (67th Floor)
Earth
Uses destructive Earth power to inflict damage upon the enemy.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Quake
Quake2
Quake3
0 AP
6000 AP
22000 AP
40000 AP
6
28
68
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

1500 Gil
Kalm
Inner Junon (Disc1)
Costa Del Sol (Discs2&3)

 Acquire
None
Heal
Helps cures all impurites and harmful status conditions of party members. Use Poisona to cure Poison status, Esuna to remove all status altering ailments, and Resist to prevent status alterations
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Poisona
Esuna
Resist
0 AP
12000 AP
52000 AP
60000 AP
3
15
120
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

1500 Gil
Kalm
Inner Junon
Costa Del Sol (Disc1)
Gongaga

 Acquire
None
Revive
Restore characters from swooned (0 HP) status. Use Life to restore 1/4th of casted character's HP. Use Life2 to fully restore a swooned character.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Life
Life2
0 AP
45000 AP
55000 AP
34
100
Strength: -02
Vitality: -01
Magic: +02
MagicDef: +01
MaxHP: -05%
MaxMP: +05%

3000 Gil
Inner Junon
Costa Del Sol (Disc1)

 Acquire
None
Seal
Casts battle handicaps on enemies, severely decreasing attack availability and power. Use Sleep to put the casted monster to sleep. Use Slience to prevent the casted monster from using magic, summons, or enemy skills.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Sleepel
Silence
0 AP
10000 AP
20000 AP
8
24
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

3000 Gil
Inner Junon
Costa Del Sol (Disc1)

 Acquire
None
Transform
Transforms enemies into less severe threats. Use Mini toshrink monsters to a small size. Use Toad to transform monsters into toads. Likewise, using Toad on a character/monster already inflicted with the Toad spell will transform them back into their normal being.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Mini
Toad
0 AP
8000 AP
24000 AP
10
14
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

5000 Gil
Mt. Corel
Cosmo Canyon
Gongaga
Mideel

 Acquire
Initially Equipped (Cait Sith), Mt.Corel Railroad Tracks
Mystify
Manipulates enemies' minds and causes confusion. Use Confu to confuse the enemy, allowing it to attack itself and other enemies. Use Berserk on a character to make the attack uncontrolably, while their attack power increases and hit rate decreases.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Confu
Berserk
0 AP
12000 AP
25000 AP
18
28
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

6000 Gil
Cosmo Canyon
Gongaga

 Acquire
None
Time
Alters time to effect battle speed. Use Haste on a character to decrease wait time. Use Slow to slow down an enemies attack time. Use Stop to stop attack time completely.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Haste
Slow
Stop
0 AP
8000 AP
20000 AP
42000 AP
18
20
34
Strength: -02
Vitality: -01
Magic: +02
MagicDef: +01
MaxHP: -05%
MaxMP: +05%

6000 Gil
Gongaga
Rocket Town

 Acquire
None
Gravity
Manipulate gravity to cause damage upon ground enemies. HP is drained respectively, depending on spell, by 1/4th, 1/2, or 3/4ths. Ineffective on most airborne enemies.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Demi
Demi2
Demi3
0 AP
10000 AP
20000 AP
40000 AP
14
33
48
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

8000 Gil
Mideel
Costa Del Sol (Discs2&3)

 Acquire
Cosmo Canyon (win after defeating Gi Nattak)
Destruct
Destroys protective barriers and magic barriers. Use DeBarrier to remove Barrier, Reflect, MBarrier, Peerless, and Wall statuses. Use DeSpell to remove indirect statuses such as Stop, Slow, Haste, Regen, Resist, and Death Sentence. Use Death to instantly dispatch an enemy.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
DeBarrier
DeSpell
Death
0 AP
6000 AP
10000 AP
45000 AP
12
20
30
Strength: +02
Vitality: -01
Magic: +02
MagicDef: +01
MaxHP: -05%
MaxMP: +05%

9000 Gil
Fort Condor (Discs2&3)
Mideel

 Acquire
Shinra Mansion(Disc 1)
Barrier
Protects party members with protective barriers and defenses. Use Barrier to protect against physical attacks. Use MBarrier to protect from magic attacks. Use Reflect to bounce back a casted spell. Use Wall to protect against both physical and magic attacks.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Barrier
MBarrier
Rflect
Wall
0 AP
5000 AP
15000 AP
30000 AP
45000 AP
16
24
30
58
Strength: +02
Vitality: -01
Magic: +02
MagicDef: +01
MaxHP: -05%
MaxMP: +05%

10000 Gil
Rocket Town

 Acquire
None
Exit
Instantly escape from a battle. Use Remove to instantly dispatch all enemies.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Escape
Remove
0 AP
10000 AP
30000 AP
16
99
Strength: -01
Magic: +01
MaxHP: -02%
MaxMP: +02%

10000 Gil
Rocket Town

 Acquire
None
Comet
Impacts a large comet shower against the enemy or a group of enemies.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Comet
Comet2
0 AP
12000 AP
60000 AP
70
110
Strength: +02
Vitality: -01
Magic: +02
MagicDef: +01
MaxHP: -05%
MaxMP: +05%

None
None

 Acquire
The Forgotten City
Full Cure
Recovers all HP.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect

Full Cure
0 AP
3000 AP
100000 AP

99
Strength: -04
Vitality: -02
Magic: +04
MagicDef: +02
MaxHP: -10%
MaxMP: +10%

None
None

 Acquire
Cosmo Canyon (Discs 2 or 3) at the back of the Item Shop
Shield
Protects a character with a powerful shield. Gives one character the Shield status; Invincible to physical and elemental attacks
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect

Shield
0 AP
10000 AP
100000 AP

180
Strength: -04
Vitality: -02
Magic: +04
MagicDef: +02
MaxHP: -10%
MaxMP: +10%

None
None

 Acquire
Northern Crater
Contain
Holds an enemy in place to allow greater damage. Each spell does elemental damage. Use Freeze for Ice elemental damage and a chance of stopping the enemy. Use Break for Earth elemental damage and a chance of petrifying the enemy. Use Tornado for Wind elemental damage and a chance of confusing the enemy. Use Flare for Fire elemental damage
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Freeze
Break
Tornado
Flare
0 AP
5000 AP
10000 AP
15000 AP
60000 AP
82
86
90
100
Strength: -04
Vitality: -02
Magic: +04
MagicDef: +02
MaxHP: -10%
MaxMP: +10%

None
None

 Acquire
Mideel (Disc 2) - Give Mimett Greens to the white chocobo and scratch its ears
Ultima
Inflicts heavy concentrated magic damage on all enemies.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect

Ultima
0 AP
5000 AP
100000 AP

130
Strength: -04
Vitality: -02
Magic: +04
MagicDef: +02
MaxHP: -10%
MaxMP: +10%

50000 Gil
North Corel
(Fail to protect town)

 Acquire
North Corel (Disc 2) - Succeed in protecting town.
Master Magic
Equips all magic materia spells.
 Magic/Ability List
 AP Growth
 MP
 Equipping Effect
Master Magic



None
None

 Acquire
Kalm (Discs 2 or 3) - Trade in the Earth Harp for it.
Cosmo Canyon - Acquire from the Huge Green Materia in Bugenhagen's observatory (you have all magic materia mastered)

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M A T E R I A   C A T E G O R Y   P R O P E R T I E S
Select a Final Fantasy VII materia category from the materia selection menu for a complete and comprehensive list, including descriptions, effective usage and AP values, equipping effects, and acquiring and purchasing locations.

Magic Materia*
Support Materia*
Independent Materia*
Elemental and status ailment magic attacks that inflict damage enemy parties and heal characters.
Support abilities which assist in enhancing defensive and offensive characteristics through an attached materia. Support materia can be attached with other materia from linked slots.
Innate abilities the character possesses throughout battle or the world map.
Command Materia*
Summon Materia*
Enemy Skills*
Abilities that are available through command via menu during battle.
Summon beasts that can be called forth in battle to attack enemy parties or help defend and heal characters.
Enemy skills that can be acquired by the character from the Enemy Skill (command) Materia.

* information fields can be sorted in ascending or descending order.




M A G I C   M A T E R I A   P R O P E R T I E S
Magic materia contain elemental and status ailment magic attacks that inflict damage enemy parties and heal characters. Magic materia are green colored orbs.

Magic Materia*
Price*
Equipping Effect
Acquire
Name of the magic materia and description of what it does.
Price and shop location of the magic materia.
Changes to the statistical values of the character when the materia is equipped.
Location or enemy on the world map (usually treasure chest) where the materia can be obtained.

Materia Abilities
In order to learn new abilities supported by your equipped magic materia, you must acquire AP from battle. When gaining AP, your materia will grow depending on the growth rate of its equipped weapon/armor. For example, if the materia is equipped to a weapon with double growth, the materia will receive double the AP won. Abilities are obtained via AP level. Each materia can have a maximum of 5 levels (though some have less). When you've exceeded the maximum amount of AP for a level, your materia gains a star and increases a level, giving your character a new ability (if supported). The following table lists how abilities and their relative AP are listed on this guide.

Magic/Ability List
AP Growth
MP
Ability 1
Ability 2
Ability 3
0 AP
200 AP
500 AP
15
30
45

Magic/Ability List
AP Growth
MP
Abilities supported by the materia
AP necessary to possess the ability. The first ability is available by default.
MP cost to use the ability.

* information fields can be sorted in ascending or descending order.




S U P P O R T   M A T E R I A   P R O P E R T I E S
Support materia works by supporting an attached materia from a linked slot. By attaching a supported materia, much as magic, your character can benefit from special offensive and defensives abilities consistent with the features of the attached materia. Support materia are blue colored orbs.

Support Materia*
Price*
Equipping Effect
Acquire
Name of the support materia and description of what it does when attached to a supported materia via linked slot.
Price and shop location of the support materia.
Support materia alone do not alter statistical values of the character. However, the attached materia does.
Location or enemy on the world map (usually treasure chest) where the materia can be obtained.

Materia Effectiveness
In order to increase the effectiveness of the support materia, you must acquire AP from battle. When gaining AP, your materia will grow depending on the growth rate of its equipped weapon/armor. For example, if the materia is equipped to a weapon with double growth, the materia will receive double the AP won. Greater effectiveness is obtained via AP level. Each materia can have a maximum of 5 levels (though some have less). When you've exceeded the maximum amount of AP for a level, your materia gains a star and increases a level, giving its abilities greater effectiveness (if supported). The following table lists how effective they are to their relative AP, listed on this guide.

Effect
AP Growth
Supported Materia
+20%
+40%
+80%
+100%
0 AP
500 AP
1500 AP
3000 AP
All Magic
All Summon

Effect
AP Growth
Supported Materia
How effective the materia is at its current AP level. Some values are defined by percentage while others are by usage.
AP necessary to possess the effectiveness/usage. The first value is available by default.
Which materia can be linked to this support materia. If not all materia of a type can be equipped, individual materia is listed.

* information fields can be sorted in ascending or descending order.




S U M M O N   M A T E R I A   P R O P E R T I E S
Summon materia summons beasts that can be called forth in battle to attack enemy parties, inflict status ailments, or help defend and heal characters. Support materia are red colored orbs.

Summon Materia*
MP*
Equipping Effect
Acquire
Name of the summon materia and description of what it does.
MP cost of the summon materia.
Changes to the statistical values of the character when the materia is equipped.
Location or enemy on the world map (usually treasure chest) where the materia can be obtained.

Materia Abilities
In order to increase the strength of the summon materia, you must acquire AP from battle. When gaining AP, your materia will grow depending on the growth rate of its equipped weapon/armor. For example, if the materia is equipped to a weapon with double growth, the materia will receive double the AP won. Greater effectiveness and use is obtained via AP level. Each materia has a maximum of 5 levels. When you've exceeded the maximum amount of AP for a level, your materia gains a star and increases a level, increasing the strength and power of the summon monster. The following table lists how effective they are to their relative AP, listed on this guide.

Summon List
AP Growth
Usage
Attack Name 1
Attack Name 2
0 AP
20000 AP
40000 AP
80000 AP
10000 AP
1 use
2 uses
3 uses
4 uses
5 uses

Summon List
AP Growth
Usage
Name of the attack performed by the summon. Though most summon monsters have only one attack, a few have two.
AP necessary to possess the amount of usage. The first value is available by default.
How many times the summon can be used in battle. In concert with usage, summons grow in strength at higher AP levels as well.

* information fields can be sorted in ascending or descending order.




I N D E P E N D E N T   M A T E R I A   P R O P E R T I E S
Independent materia are innate abilities the character possesses throughout battle or the world map. However, independent materia cannot be linked to a support materia. Independent materia are purple colored orbs.

Independent Materia*
Price*
Equipping Effect
Acquire
Name of the independent materia and description of what it does.
Price and shop location of the independent materia. Fields with three prices are listed in the following order: disc 1 price, end of disc 1 price, disc 2+ price.
Changes to the statistical values of the character when the materia is equipped. Most values are relative to their effectiveness via AP.
Location or enemy on the world map (usually treasure chest) where the materia can be obtained.

Materia Effectiveness
In order to increase the effectiveness of the independent materia, you must acquire AP from battle. When gaining AP, your materia will grow depending on the growth rate of its equipped weapon/armor. For example, if the materia is equipped to a weapon with double growth, the materia will receive double the AP won. Greater effectiveness is obtained via AP level. Each materia can have a maximum of 5 levels (though some have less). When you've exceeded the maximum amount of AP for a level, your materia gains a star and increases a level, giving its abilities greater effectiveness (if supported). The following table lists how effective they are to their relative AP, listed on this guide.

Effect
AP Growth
+10%
+20%
+30%
+40%
+50%
0 AP
15000 AP
30000 AP
60000 AP
80000 AP

Effect
AP Growth
How effective the materia is at its current AP level. Some values are defined by percentage while others are by multiples.
AP necessary to possess the amount of effectiveness. The first value is available by default.

* information fields can be sorted in ascending or descending order.




C O M M A N D   M A T E R I A   P R O P E R T I E S
Command materia are abilities that are available through command via menu during battle. Command materia are yellow colored orbs.

Command Materia*
Price*
Equipping Effect
Acquire
Name of the command materia and description of what it does.
Price and shop location of the command materia.
Changes to the statistical values of the character when the materia is equipped.
Location or enemy on the world map (usually treasure chest) where the materia can be obtained.

Command Abilities
In order to learn new command abilities of a command materia, you must acquire AP from battle. When gaining AP, your materia will grow depending on the growth rate of its equipped weapon/armor. For example, if the materia is equipped to a weapon with double growth, the materia will receive double the AP won. Greater effectiveness is obtained via AP level. Each materia can have a maximum of 3 levels (though some have less). When you've exceeded the maximum amount of AP for a level, your materia gains a star and increases a level, enabling a second, more powerful command option (if supported). The following table lists the abilities relative to their AP, listed on this guide.

Command List
AP Growth
Command 1
Command 2
0 AP
30000 AP
50000 AP

Command List
AP Growth
Command ability enabled when the materia is equipped, based on its current AP level. Most command materia have only one command.
AP necessary to possess the respective command. The first value is available by default.

* information fields can be sorted in ascending or descending order.




E N E M Y   S K I L L   P R O P E R T I E S
Enemy skills are special attacks and abilities that enemies possess which can be obtained and used by a character who has the Enemey Skill command materia equipped. In order to learn a spell, the character must be inflicted with the skill and survive throughout the remainder of the battle. In certain cases, defensive and recovery skills which the enemy will not use on your party must be obtained by mimicing or manipulating the enemy and forcing it to cast such skill on your character.

Enemy Skill*
MP*
Acquire
Resident Location
Name of the enemy skill and description of what it does.
MP cost to use the enemy skill.
Enemies which possess the skill.
Location on the world map where the respective enemy is located.
Characters themselves do not learn enemy skills; the equipped Enemy Skill materia does. Therefore, if you remove the materia from a character and equip it to another character, that character will possess all the enemy skills acquired on the materia.

* information fields can be sorted in ascending or descending order.