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Materia is a strange crystalline substance imbued with ancient mystical powers. Materia occurs naturally in remote areas of the world, where concentrated spiritual energy crystallizes into a physical form. Some civilizations have actually been able to synthesize Materia by creating an artificial environment for this reaction to take place. Materia can be inserted into slots in a character's weapons and armor, bestowing its wondrous powers upon him. These powers may range from powerful magic spells and elemental resistances to long-lost sword arts and unique Minor Abilities.
Materia Slots are depicted by circles. A single O represents a space for a single Materia crystal. A Linked Slot, depicted by a O-O, has space for two crystals. A Linked Slot is equivalent to two normal slots in every way, except that Linked Materia ONLY functions when placed in a Linked Slot along with an appropriate Tech or Skill Materia. Materia Growth determines how quickly a Materia crystal increases in power. Only very powerful weapons and armor possess the necessary energy to speed the growth of a Materia crystal. See below for details. MATERIA GROWTH Materia crystals, like adventurers, will grow and change over time, becoming more powerful and gaining access to new abilities. Materia growth is handled through the use of ABP (Ability Points). Ability Points, like a character's Experience Points, can be gained by defeating monsters in battle. After a victorious battle, ALL Materia that the character is currently equipped with gains an amount of ABP equal to 1 / 10 the number of Experience Points that its owner gained from the battle. This AP is multiplied by the Materia Growth stat of the weapon or armor it is equipped in. Note that ONLY the Materia that is currently equipped in a weapon or piece of armor will gain ABP. Example: Diff the Biffer has just destroyed a group of lowly Imps. He got a total of 140 XP from the battle. He's got three Materia crystals equipped in his word, which happens to have a Materia Growth multiplier of x2. He's also carrying another crystal in his belt pouch, but it's not actively equipped, so it doesn't gain any ABP. Each of the three crystals in Diff's sword has 28 ABP added to its total. When a Materia crystal gains enough ABP, its level will increase, granting its owner new, more powerful spells and techniques. When it reaches MASTER level, it has reached its maximum potential and will no longer earn any ABP. Upon being mastered, a Materia crystal will divides itself, forming a brand-new crystal. The new crystal is of exactly the same type as the Master Materia that created it, but starts out at Materia Level 1, with 0 AP. BUYING MATERIA Materia can be bought and sold in shops just like any other piece of equipment. A Materia crystal may be bought at any level of growth, and a newly-purchased crystal has the exact amount of AP needed for its level- for example, a Fire Magic crystal purchased at Materia Level 3 has exactly 1,800 ABP. A character cannot, for example, choose to buy a Materia crystal with 11,999 ABP. Naturally, higher-level Materia are much more expensive than younger, less powerful crystals. It is up to the Master to decide what levels of Materia are available for purchase in a given location. The price of each type of Materia crystal is given in the chart below. Players may sell Materia crystals for half the amount they would pay to buy it. MATERIA GROWTH / PRICE CHART This chart lists the amount of ABP required for a Materia crystal to reach a certain level, and the price of a crystal of that level.
MATERIA LISTINGS This section lists the different types of Materia, their prices, and charts showing the powers they gain as their level increases. Note that the lowest level on the chart is the MINIMUM level for the crystal to function. A first-level Invulnerability crystal, for instance, is about as useful as an ordinary rock. In cases like these, the crystal still gains ABP if equipped, but does not gain any abilities until it reaches its minimum level. For the sake of brevity, descriptions of Tech and Skill Materia are not included; these can be found in the ZODIAC rulebook. TECH MATERIA Tech Materia is imbued with a particular Tech that becomes more powerful as the Materia crystal grows. Any normally allowable Secondary Effects may be included as well, EXCEPT Drain Attack, Amplify, and Area Effect. The "Tech Levels Available" field lists the level of the Tech contained in the Materia; if there is more than one listed, the user has access to several different levels of the same Tech. For example, a third-level Damage Tech crystal gives the user access to a Level 1, Level 2, and Level 3 version of the same attack. If there is no table entry for a given Materia Level, the crystal gains no additional abilities at that Materia Level. For example, a Level 4 Stat Break crystal is functionally the same as a Level 5 crystal. Note that Materia with no listing for MASTER level still divides as normal.
DAMAGE TECHS Includes Weapon Techs, Healing Techs, and Magic Attack Techs.
DEBILITATE
DEMI ATTACK
DISPEL
ESUNA
FATAL BLOW
INVULNERABILITY
MP STEAL
NEAR-FATAL ATTACK
NEUTRALIZE The Neutralize crystal is a special case. As it gains levels, it will eventually give the user access to the Neutralize (N) and True Neutralize (T) Techs.
QUADRA SLAM
REVENGE
REVIVE
RESISTANCE The Resistance crystal is a special case. As it gains levels, it will eventually give the user access to the Resistance (R), Immunity (I), and Absorbency (A) Techs.
SCAN
STAT BOOSTER
STATUS EFFECT
STEAL GOLD
SUMMON MATERIA Summon Materia contains one Magic Attack Tech, with Amplify added. At Materia Level 2, Area Effect may also be added for no additional MP cost. Summon Materia may only be used once per battle per Materia Level.
LINKED MATERIA When the paired Materia is used, you may immediately make a normal attack against the same target. ADDED EFFECT Must be linked to Status Effect or Fatal Blow. When used in a weapon, any normal attack has a percent chance to trigger the effect equal to 1 / 3 the normal CoS. When used in armor, it grants the wearer immunity to the linked effect. AREA EFFECT Must be joined to a Tech Materia. The linked Tech crystal may be used to target all enemies. The Area Effect crystal's level determines how many times it can be used per battle.
ELEMENTAL Adds the elemental of the attached Tech Materia to your weapon or armor. Only one Elemental crystal may be in effect on any one weapon or armor at one time. Weapons gain elemental affinity to that element (overriding any element already on the weapon). Armor functions as follows:
FINAL ATTACK When reduced to zero HP, you may use the attached Materia against any target you choose EXCEPT yourself. HP ABSORB Must be linked to a damage-dealing Materia. When the linked power is used, your HP is restored by a certain percentage of the damage rolled.
MP ABSORB
SKILL MATERIA Skill Materia allows the use of special Support Skills. Each Skill Materia contains one Support Skill, which functions exactly as it normally would under the ZODIAC core rules. The only Support Skills not available are Elemental Affinity and Natural Resistance. |