FF7 Spell List

Based on the works of Blair MacKenzie

This could be called a "cheat-sheet" for FF7 magic. It includes some new spells, but is mostly the spells from the regular FFRPG spell list that are used in FF7. The author, the stupid bastard that he is, thought a list of just FF7 spells would be handy for players and GMs that use the (eventual) FF7 worldbook so that they can look at the spells given by the use of magic materia without looking through the various spell lists which all the spells are scattered in. All the spells are split into three groups just as they are in the game: Attack, Healing, and indirect. All MP costs are directly from FF7.

Revision History

v. 1.2: Did the HTML version. Changed all the damage codes to use MDC.

v. 1.1: Included the new spells from the original materia list article.

v. 1.0: First draft of the FF7 spell list.

Attack Magic

Fire

MP Cost: 4
Materia: Fire

A light burst of fire burns the target for 2d6 + magery x MDC points of Fire Damage.

Fire 2

MP Cost: 22
Materia: Fire

A moderate burst of fire burns into the target for 4d6 + magery x MDC points of Fire Damage.

Fire 3

MP Cost: 52
Materia: Fire

The world around the target explodes, burning the target for 6d6 + magery x MDC points of Fire damage.

Ice

MP Cost: 4
Materia: Ice

A light artic wind freezes the target for 2d6 + magery x MDC points of Ice Damage.

Ice 2

MP Cost: 22
Materia: Ice

A frosty wind blows into the target for 4d6 + magery x MDC points of Ice Damage.

Ice 3

MP Cost: 52
Materia: Ice

The target is engulfed in a blizzard that would scare the hell out of Eucorne Cornelius! The assault freezes the target for 6d6 + magery x MDC points of Ice damage.

Bolt 1

MP Cost: 4
Materia: Lightning

A small lightning bolt from the heavens blasts the target for 2d6 + magery x MDC points of Lightning damage.

Bolt 2

MP Cost: 22
Materia: Lightning

A medium sized lighting bolt from the heavens blasts the target for 4d6 + magery x MDC points of Lightning Damage.

Bolt 3

MP Cost: 52
Materia: Lightning

God himself hurls down a bolt from the heavens that could whipe a small third world country off the map. The strike blasts the target for 6d6 + magery x MDC points of lightning damage.

Quake

MP Cost: 6
Materia: Earth

A small portion of the earth underneath the spell's target bursts up for 3d6 + magery x MDC points of Earth damage.

Quake 2

MP Cost: 28
Materia: Earth

A medium-sized chunk of earth undernearth the spell's target bursts up for 5d6 + magery x MDC points of earth damage.

Quake 3

MP Cost: 68
Materia: Earth

A small mountain of rock explodes up from the ground, doing 7d6 + magery x MDC points of earth damage.

Aero

MP Cost: 6
Materia: Wind

The caster creates a strong gust of wind that strikes the target for 3d6 + magery x MDC points of air damage.

Aero 2

MP Cost: 28
Materia: Wind

The caster creates a mighty gust of wind that strikes the target for 5d6 + magery x MDC points of air damage.

Aero 3

MP Cost: 68
Materia: Wind

The caster creates a gust of wind powerful enough that it could send Dorothy's house to Oz. The blast inflicts 7d6 + magery x MDC points of air damage.

Bio

MP Cost: 8
Materia: Poison

A weak spray of poisonous gas inflicts 2d6 + magery x MDC points of poison damage. Has a 50% + (level/2) + (Magery) chance of poisoning the target for 1d10 rounds. Damage done per round is 1\2 of the damage done initially by the spell.

Bio 2

MP Cost: 36
Materia: Poison

A strong spray of poisonous gas inflicts 4d6 + Magery x MDC points of poisonous damage. Has a 50% + (level/2) + (Magery) of poisoning the target for 2d6 rounds. Damage done per round is 1\2 of the damage done initially by the spell.

Bio 3

MP Cost: 80
Materia: Poison

A deadly spray of poisonous gas inflicts 6d6 + magery x MDC points of poison damage. Has a 50% + (level/2) + (magery) chance of poisoning the target for 3d6 rounds.

Crush

MP Cost: 14
Materia: Gravity

A globe of Gravitic force crushes the target with a 50 + (level/2) + (magery)% chance of reducing the opponent's current HP (not Maximum HP) by 1\4th. Thus a monster with 100 HP would reduced to 75 HP.

Demi

MP Cost: 33
Materia: Gravity

A globe of Gravitic force crushes the target with a 40 + (level/2) + (magery)% chance of reducing the opponent's current HP (not Maximum HP) by 1\2. Thus a monster with 100 HP would be reduced to 50 HP.

Quarter

MP Cost: 48
Materia: Gravity

A globe of Gravitic force crushes the target with a 30 + (level/2) + (magery)% chance of reducing the character's current HP (not Maximum HP) by 3\4th. Thus a character with 100 HP would be reduced to only 25 HP.

Doom

MP Cost: 30
materia: Destruction

The grim reaper himself descends on the target with a 20 + (level/2) + (magery)% chance to instantly kill them. Doesn't function against monsters immune to Fatal Attacks.

X-zone

MP Cost: 99
Materia: Exit

A black hole opens up with a 20 + (level/2) + (magery)% chance to instantly kill all enemy targets.

Freeze

MP Cost: 82
Materia: Contain

The air around the target entombs them in a ball of ice, inflicting 8d6 + magery x MDC points of Ice damage and has a 20 + (level/2) + (magery)% chance to inflict the Stop status ailment on the target.

Break

MP Cost: 86
Materia: Contain

A large rock appears over the target, crunching it for 8d6 + magery x MDC points of earth damage and has a 20 + (level/2) + (magery)% chance to inflict the status ailment stone on the target.

Tornado

MP Cost: 90
Materia: Contain

A mighty tornado rips into the target, tossing them around for 8d6 + Magery x MDC points of air damage and has a 20 + (level/2) + (magery)% chance to inflict the status ailment Confusion on the target.

Flare

MP Cost: 100
Materia: Contain

A mini-fusion bomb is unleashed, torching the target for 8d6 + magery x MDC points of damage.

Comet

MP Cost: 70
Materia: Comet

A single meteor falls from the sky, impacting for 5d6 + magery x MDC magery damage.

Comet2

MP Cost: 110
Materia: Comet

four meteors fall from the sky barraging enemies for 5d6 + magery x MDC damage each. Each meteor can randomly in a R:5 E:4 V:2 range and may hit different monsters but each comet can only effect a single foe.

Saint Beam

MP Cost: 70
Materia: Light

By pointing their index finger at the target, the caster creates an energy beam of pure holy energy. The beam does 6d6 magery x MDC points of holy damage. Saint Beam only effect one target.

Luminaire

MP Cost: 120
Materia: Light

Following a blinding laser-light array the likes not seen by even the most spectacular of rock bands, the caster unleashes a growing bubble of holy energy that erradicates everything that it comes in contact with. The spell does 10d6 + magery x MDC points of holy damage.

Dark Beam

MP Cost: 70
Materia: Darkness

By pointing their index finger at the target, the caster creates an energy beam of pure evil energy. The beam does 6d6 + magery x MDC points of darkness damage. Saint Beam only effect one target. Dark Beam can only effect a single target.

Dark Matter

MP Cost: 120
Materia: Darkness

Following the flexing and shifting of a clear glass pyramid, this spell creates a flowing bubble of evil energy that seems to wash away everything that it touches. The spell inflicts 10d6 + magery x MDC points of holy damage.

Ultima

MP Cost: 130
Materia: Ultima

The Ultimate attack magic, ultima is first unleashed as a bright green ball of light but then explodes like a nuclear bomb inflincting 11d6 + magery x MDC points of damage.

Healing Magic

Cure

MP Cost: 5
Materia: Restore

A light rain of glittery green sparkles shower down on the recipient, restoring 2d6 + willpower x MDC HP.

Cure 2

MP Cost: 24
Materia: Restore

A moderate rain of glittery green sparkles shower down on the recipient, restoring 4d6 + willpower x MDC HP.

Cure 3

MP Cost: 64
Materia: Restore

a ton of Glittery Green sparkles shower down on the recipient, restoring 6d6 + willpower x MDC HP.

Full Cure

MP Cost: 99
Materia: Full Cure

A gentle green mist settles on the character, relieving the recipient of all damage. Will _Not_ function with an All Support Materia.

Life

MP Cost: 34
Materia: Revive

Angels from the heaven descend on the unconcious character and bring them back to conciousness. In game terms, the spell will bring a character who has fallen beyond 0 HP back to 1\10th of their Max. HP (a 100HP character will wake up with 10HP for example). This will not work if the character has fallen beyond negative 1\2 their HP. At that point the character is really dead and requires Life 2 to resurrect.

Life 2

MP Cost: 100
Materia: Revive

As is the case with the life spell, a group of angels descend on the unfortunate character and bring them back to life. Life 2 is much more effective, restoring an unconcious (0 to -1\2 HP) or Dead Character (-1\2+) to full HP.

Regeneration

MP Cost: 30
Materia: Restore

The recipient is enveloped by a soft yellow haze, causing the character to regenerate 10th their total HP every round for 2d6 + willpower rounds.

Antidote

MP Cost: 3
Materia: Heal

Cures the poison status ailment.

Remedy

MP Cost: 15
Materia: Heal

Removes any negative status condition.

Indirect Magic

Barrier

MP Cost: 16
Materia: Barrier

A silver colored barrier appears in front of the character, asorbing half of all physical damage taken by an attack. The barrier lasts for 2d6 + magery rounds.

Mbarrier

MP Cost: 24
Materia: Barrier

a rainbow colored barrier appears in front of the character, asorbing half of all magical and energy based damage. Note that the use of an Mbarrier will also cut the effects of cure spells by 1\2 (with the exception of Regeneration and Full Cure). The Barrier will last for 2d6 + magery rounds.

Reflect

MP Cost: 30
Materia: Barrier

A bright green barrier appears in front of the character, bouncing any magic spell that the character is attacked with back at the original caster of the spell. Reflect also so functions with enemy skills and is ineffective against Comet, Ultima, and summon spells. It will also bounce off cure spells to enemies. Reflect lasts for 2d6 + magery rounds.

Wall

MP Cost: 58
Materia: Barrier

Casts Barrier and Mbarrier at the same time.

Barricade

MP cost: 50
Materia: Barricade*

Three layered silver colored barriers appear in front of the character, fusing into one single barricade. The Barricade is a stronger form of Barrier, capable of completely absorbing all damage rather that deflecting a portion of it. However, it can only take so much damage before cracking. The exact amount is 5d10 + (level x 10) + (willpower). Like Barrier, Barricade will only absorb physical damage. Any magical or energy based attacks will slip through it. The barricade materia cannot be combined with an all materia.

M. Barricade

MP cost: 60
Materia: Barricade*

Three layered rainbow colored barriers appear in front of the character, fusing into a single magical barricade. M. Barricade works like the regular barrier, save that it absorbs damage from magical and energy based attacks. It can absorb up to 5d10 + (level x 10) + (willpower) damage.

Mega Barricade

MP cost: 99
Materia: Barricade*

The ultimate Barricade, it can absorb both magic and physical damage. However, both types of attacks will wittle it down (as compared to a character casting barricade followed by m. barricade in their next action). It can absorb up to 5d10 + (level x 10) + (willpower) damage.

Debarrier

MP Cost: 12
Materia: Destruction

A sortuv magic hammer, debarrier has a 40 + (level/2) + (magery)% chance of breaking any of the 4 barrier spells.

Dispel

MP Cost: 20
Materia: Destruction

Dispel gives its caster a 40 + (level/2) + (magery)% chance to negate the effect of _any_ spell.

Drain

MP cost: 14
Materia: Drain

The Target's Hit poitns materialize as orange colored energy which caster then absorbs. The spell drains 3d10 + (level) + (magery) Hit Points. This spell will work backwards if cast on an Undead monster (you lose HP, they gain them).

Osmose

MP cost: 1
Materia: Drain

The target's magical power materializes as blue-white energy which the caster then absorbs. The spell drains 3d10 + (level) + (magery) Magic Points. Osmose is useless against non-magic using opponents.

Rasp

MP cost: 30
Materia: Drain

The caster charges up a glowing purple light on their index finger which becomes a small purple laser beam when pointed toward the target of the spell. This destroys 5d10 + (level x 2) + (magery) of the target's MP.

Exit

MP Cost: 16
Materia: exit

Allows to teleport out of a random fight. The GM has a fair saying as to when the spell will work and when not.

Flight

MP cost: 10
Materia: Flight

This spell allows a character to move in any direction with no problem whatsoever. While in flight, the character is effectively "aerial", meaning that they are immune to Quake spells and take double damage from wind attacks. Through the flight spell, characters can fly 3 yards per point in the Magery Attribute or 10 x magery in Mile p. Hour.

Comet Rush

MP cost: 25
Materia: Flight

Similar but different from flight, Comet rush allows a character to move in a single directions at phenomenal speeds. It's quite possible that a character using Comet Rush could fly around the world in a matter of minutes. Aside from being able to fly (ala the flight spell- characters using it may switch between the Rushing and remaining in float as they prefer), martial artists have found that this spell grants a +1 DC bonus due to the momentum created by the spell.

Jump

MP cost: 3
Materia: Movement

Through this spell, the caster or an ally can jump extremely high- 5 times the caster's magery horizontally or 4 times the caster's magery vertically. Aside from RPG uses (jumping over obstacles for instance), It can also be used for Dragoon like jumps that offer a +1 DC modifier (not double damage, as is the case with dragoons and characters using the jump command materia) with a melee weapon.

Super Sprint

MP cost: 5
Materia: Movement

The target of this spell will suddenly feel that their movement is much faster. Characters can now run 3 yards\meters for every point they have in the speed attribute per round instead of attack or walk 2 meters\yards per Speed Attribute point.

Quick

MP cost: 99
Materia: Movement

The ultimate movement spell, Quick increases the number of actions a character can pull off in one round from one to two.

Confusion

MP Cost: 18
Materia: Mystify

A strange mist descends on the character with a 40 + (level/2) + (magery)% chance to confuse them.

Beserk

MP Cost: 28
Materia: Mystify

Has a 40 + (level/2) + (magery)% chance to drive the target of the spell completely beserk (as in the Status Condition Beserk).

Sleep

MP Cost: 8
Materia: Seal

Tiny purple motes surround the target and coalesce into a haze that induces a deep sleep. Chance of Success is 50% + (level/2) + (magery) and the targets will stay in dreamland until they are physically hit or awakened through other methods. The target will awaken naturally after (level/3) + (mag/2) rounds.

Silence

MP Cost: 24
Materia: Seal

A puff of powdery grey smoke surrounds the target's head and when it's gone, the target has a 50 + (level/2) + (willpower)% chance of being silenced and thus, unable to cast spells.

Haste

MP Cost: 18
Materia: Time

The flow of time for the recipient speeds up, doubling their speed attribute for purposes of deciding initative. Lasts for 1d6 + magery rounds.

Slow

MP Cost: 24
Materia: Time

The flow of time has a 50 + (level/2) + (magery)% chance for the target slows down to a crawl, cutting their speed attribute temporarily by half for the purposes of deciding initative. lasts for 1d6 + magery rounds.

Stop

MP Cost: 30
Materia: Time

The flow of time has a 20 + (level/2) + (magery)% chance to stop completely for the intended target, making them incapable of doing anything for the 1d6 + caster's magery duration of the spell.