Midgar - Final Fantasy VII (In Development) world illustration - Urban Fantasy theme
Urban Fantasy

Midgar - Final Fantasy VII (In Development)

J
Jgius

Midgar from Final Fantasy VII, a dystopian city dominated by the Shinra Corporation.


Author's Note: Experience Midgar from Final Fantasy VII (mixing the 1997' and the Ramake version). Because of the city's verticality, this version of Midgar is structured very differently from what you would see in the official games, like how slums were positioned on the sides of the sectors, to create distance between the plates and the underground areas. Another key factor of structural changes is the map editor of Friends & Fables, it only supports rectangles, making it impossible to create actual "sectors" in a triangular shape. Big buildings are actually "areas", providing more complexity with their inner structure, for example with "Shinra's Headquarters" it was possible to make a complex series of rooms, labs and key areas. Even though the world editor is full of interesting settings and tools, adapting the world of Final Fantasy 7 to a world of Friends & Fables is not an easy task, for example, it's impossible to use just one "currency", forcing us to add Gold, Silver and Copper Gilds, which don't exist in the official world. In this version of Midgar, you can visit every place that you would play in Final Fantasy 7 and in addition to that you can visit places that were only mentioned in the official games.
Played33 times
Cloned3 times
Created
206 days ago
Last Updated
2 days ago
VisibilityPublic
Stop Materia
7

Stop Materia

A creature that you can see inside the spell range, including yourself, has its speed set to 0 for 5 rounds.

Slow Materia
5

Slow Materia

A creature that you can see inside the spell range, including yourself, has its speed decreased for 5 rounds.

Haste Materia
3

Haste Materia

A creature that you can see inside the spell range, including yourself, has its speed increase for 5 rounds.

Dispel Materia
7

Dispel Materia

A creature that you can see inside the spell range, including yourself, has its positive statuses effect nullified.

Breach Materia
4

Breach Materia

A creature that you can see inside the spell range, including yourself, has any kind of barrier nullified.

Berserk Materia
6

Berserk Materia

A creature that you can see inside the spell range, including yourself, goes berserk. Each round that creature will throw 1d4, if it's equal to 4 that creature will heal by the berserk status effect.

Silence Materia
4

Silence Materia

A creature that you can see inside the spell range, including yourself, is silenced preventing it from using any kind of magic while the status effect is on. Each round, that creature will throw 1d4, if it's equal to 4 that creature will heal by the silencing status effect.

Sleep Materia
2

Sleep Materia

A creature that you can see inside the spell range, including yourself, falls asleep. Each round, that creature will throw 1d4, if it's equal to 4 that creature will heal by the sleeping status effect.

Bioga Materia
9

Bioga Materia

Harness the elemental power of poison with this materia. Launch a ball of waste towards a creature of your choice that you can see inside the spell range, that creature takes 1d10+20 poison damage and has a 50% chance to be poisoned.

Biora Materia
6

Biora Materia

Harness the elemental power of poison with this materia. Launch a ball of waste towards a creature of your choice that you can see inside the spell range, that creature takes 2d10 poison damage and has a 50% chance to be poisoned. When you cast this spell using a spell slot of 7th level or higher, the percentage of poisoning the target increases by 8%.

Bio Materia
3

Bio Materia

Harness the elemental power of poison with this materia. Launch a ball of waste towards a creature of your choice that you can see inside the spell range, that creature takes 1d8 poison damage and has a 50% chance to be poisoned. When you cast this spell using a spell slot of 4th level or higher, the percentage of poisoning the target increases by 8%.

Aeroga Materia
7

Aeroga Materia

Channel the sweeping power of wind with this materia. Launch a wind wave towards a creature of your choice that you can see inside the spell range, that creature takes 1d12+20 wind damage. When you cast this spell using a spell slot of 8th level or higher, the wind damage increases by 1d8+12 for each slot level above 7th.

Aerora Materia
4

Aerora Materia

Channel the sweeping power of wind with this materia. Launch a wind wave towards a creature of your choice that you can see inside the spell range, that creature takes 2d10 wind damage. When you cast this spell using a spell slot of 5th level or higher, the wind damage increases by 2d8 for each slot level above 4th.

Aero Materia
1

Aero Materia

Channel the sweeping power of wind with this materia. Launch a wind wave towards a creature of your choice that you can see inside the spell range, that creature takes 1d8 wind damage. When you cast this spell using a spell slot of 2nd level or higher, the wind damage increases by 1d6 for each slot level above 1st.

Manawall Materia
0

Manawall Materia

A creature that you can see inside the spell range, including yourself, is granted protection against any kind of attack, reducing incoming damage by 1d6 plus its constituion bonus and intelligence bonus.

Manaward Materia
5

Manaward Materia

A creature that you can see inside the spell range, including yourself, is granted with protection against magic attacks, reducing the incoming magic damage by 1d6 plus its intelligence bonus.

Barrier Materia
3

Barrier Materia

A creature that you can see inside the spell range, including yourself, is granted with a protection against all type of meele attacks, diminishing incoming physical damage by 1d4 plus its constituion bonus.

Arise Materia
8

Arise Materia

A creature that you can touch, including yourself, is revived with 100% its maximum hit points, allowing them to rejoin the battle.

Raise Materia
4

Raise Materia

A creature that you can touch, including yourself, is revived with half its maximum hit points, allowing them to rejoin the battle.

Resist Materia
9

Resist Materia

A creature of your choice that you can see inside the spell range, including yourself, is granted with a Resist status effect, locking their current status effects in place and preventing them from being afflicted by any new status effects, including instant death. However, existing statuses that have a duration will still expire as normal.

Esuna Materia
6

Esuna Materia

A creature of your choice that you can see inside the spell range, including yourself, heals from Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small, Slow-numb, Petrify, Berserk, Paralyzed, and Darkness.

Poisona Materia
3

Poisona Materia

A creature of your choice that you can see inside the spell range, including yourself, heals from poison.

Regen Materia
6

Regen Materia

A creature of your choice that you can see inside the spell range, including yourself, will regain hit points equal to 1d4 each round. When casting this spell using a higher spell slot than 6th, there is no additional effect.

Thundaga Materia
7

Thundaga Materia

Harness the elemental power of thunder with this materia. Launch a fireball towards a creature of your choice that you can see inside the spell range, that creature takes 1d10+20 thunder damage. When you cast this spell using a spell slot of 8th level or higher, the thunder damage increases by 1d10 for each slot level above 7st. You can target non-visible creatures too, but the spell has no effect inside buildings.

Thundara Materia
4

Thundara Materia

Harness the elemental power of thunder with this materia. Launch a fireball towards a creature of your choice that you can see inside the spell range, that creature takes 2d10 thunder damage. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 for each slot level above 4st. You can target non-visible creatures too, but the spell has no effect inside buildings.

Thunder Materia
1

Thunder Materia

Harness the elemental power of thunder with this materia. Invoke thunders on a creature of your choice inside the spell range, that creature takes 1d8 thunder damage. When you cast this spell using a spell slot of 2nd level or higher, the thunder damage increases by 1d4 for each slot level above 1st. You can target non-visible creatures too, but the spell has no effect inside buildings.

Blizzaga Materia
7

Blizzaga Materia

Channel the chilling power of ice with this materia. Launch an ice spike towards a creature of your choice that you can see inside the spell range, that creature takes 1d12+20 cold damage. When you cast this spell using a spell slot of 8th level or higher, the cold damage increases by 1d8+12 for each slot level above 7th.

Blizzara Materia
4

Blizzara Materia

Channel the chilling power of ice with this materia. Launch an ice spike towards a creature of your choice that you can see inside the spell range, that creature takes 2d10 cold damage. When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 2d8 for each slot level above 4th.

Ice Materia
1

Ice Materia

Channel the chilling power of ice with this materia. Launch an ice spike towards a creature of your choice that you can see inside the spell range, that creature takes 1d8 cold damage. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Firaga Materia
7

Firaga Materia

Harness the elemental power of fire with this materia. Launch a fireball towards a creature of your choice that you can see inside the spell range, that creature takes 1d12+20 fire damage. When you cast this spell using a spell slot of 8th level or higher, the fire damage increases by 2d8 for each slot level above 7st.

Fira Materia
4

Fira Materia

Harness the elemental power of fire with this materia. Launch a fireball towards a creature of your choice that you can see inside the spell range, that creature takes 2d12 fire damage. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d10 for each slot level above 4st.

Fire Materia
1

Fire Materia

Harness the elemental power of fire with this materia. Launch a fireball towards a creature of your choice that you can see inside the spell range, that creature takes 1d10 fire damage. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4+1 for each slot level above 1st.

Curaga Materia
7

Curaga Materia

A creature of your choice that you can see inside the spell range, including yourself, regains all its hit points. When casting this spell using a higher spell slot than 7th, there is no additional effect.

Cura Materia
4

Cura Materia

A creature of your choice that you can see inside the spell range, including yourself, regains hit points equal to 2d8, plus your spellcasting ability modifier. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d10 for each slot level above 4th.

Cure Materia
1

Cure Materia

A creature you touch, including yourself, regains a number of hit points equal to 1d4 + your spellcasting ability modifier. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service