Magic and Materia Continued
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Materia

Equipping Materia properly with other materia can increase damage or assist in doing duo-tasks in a single turn, much as it did in FF7.  Materia is actually the condensed life energy, or magic that was once just discarded as a by-product of the Shinra Reactors.  Discovering the value materia truly possessed, and the power it held gave way to creating elite SOLDIER and it has also been utilized by many people other than Shinra.  Magic in its normal form takes on the appearance of drawpoints or small fountains where it uprises from.  Due to the fact that Materia is condensed life/magic energy, it does not expire after use.  As a matter a fact, it actually increases in power as it is utilized more.  A Level I bolt (thunder) materia becomes a level 2 bolt  materia (equal to thundara), and after a time will advance to Level III bolt which is equivalent to Thundaga.  There is no need to look for drawpoints when using materia, but one must have the equipment necessary to hold the materia, such as a weapon, or wristbands, armor etc.  Materia does not have to be visable on the wearer and they can attempt to conceal it if they wish.  When it is used however, it does commonly emit a glow.  Using Materia, as with using any magic, is draining on the person.  It can be theorized that part of the energy one is spending on casting the spell is actually going to the materia and thus increasing its power over time. 
Below is a list of the Materia, the costs for it and whether it is attainable or not.  There are mainly 3 levels for materia; Level I being new materia, Level II being somewhat used and empowered materia which increases a spell's power, and Level III, which is commonly the highest a materia will go.  There are some exceptions that will go up to Level V but these are far and few inbetween.  Availability is 1 for easy to attain, 2 for semi-difficult, 3 for  difficult, 4 for extremely difficult or rare and 5 for unattainable or one of a kind materia that one can consider impossible to find or legendary. 

**Elemental Materia or Magic Materia**
As the name suggests, this materia effects the elements, nature such as fire or water, as well as some magic materia that fits here.  The color of elemental or magic materia is always
Green.

Materia                                      Cause                                Cost                        Availability
Fire  (Lvl 1/ 2/ 3)                          fire damage                     500/700/900                    1/1/3
Ice (Lvl 1/2/3)                               ice damage                      500/700/900                    1/1/3
Thunder (Lvl 1/2/3)                      lightning damage             600/800/1000                  1/2/3
Earth (Lvl 1/2/3)                           quake damage                 600/800/1000                  2/2/3 
Gravity (Lvl 1/2/3)                       gravity damage               600/800/1000                  2/2/3  
Water (Lvl 1/2/3)                          water damage                  600/800/1000                 2/2/3
Wind (Lvl 1/2/3)                            air attack dmg                600/800/1000                 2/2/3
Heal (Lvl 1/2/3)                             heal self or others          800/1000/1400               2/3/4
Cure (Lvl 1/2/3)                             esuna, cures maladies.   800/1000/1400               2/3/4
Restore (Lvl 1/2/3)
Transform (Lvl 1/2/3)                    mini                               800/1000/1400               2/3/4
Manipulate (Lvl 1/2/3)                  confuse                          800/1000/1400               2/3/4
Destruction                                    demi                              900/1100/1500               3/3/4
Poison

**Independent Materia**

This materia is status effect materia.  It will directly alter your status such as magic potency or strength, luck etc, depending on the name of the materia. If these are found on magical items they are part of the cost to the item itself.  This materia is
Purple.

Materia                                         Cause                                   Cost                         Availability
Strength +10                                 increases strength                300                                 2
Vitality +10                                   increases endurance             300                                 2
Dexterity +10                                increases dexterity               300                                2
Spirit +10                                      increases willpower             300                                2
Attack +10                                    increases chance to hit         400                                2
Defense +10                                  increases missing                  400                               2
Magic Attack +10                         increases magic dmg             400                               2
Magic +10                                     increases magic power         400                               2
Magic Defense +10                       increases magical defense     400                               2
Luck                                               betters the odds                   500                               3
Final Fantasy Misc. 
Final Fantasy History  
Materia-based Magic
Drawpoint-based Magic
Materia-based Magic : II
Character Levels and Magic Explanation
Stone-based Magic
Innate Magical Ability