Astrologer
FFT_Time_mage.jpg

AKA: Astronomer, Time Mage, Dimensional Mage, Gray Mage


Overview

The Astrologer job grants your character the ability to manipulate time and space at their whim, to bend gravity and the cosmos to their command. The control over stars and time gives them control over fate, life and death, as well. Astrologers are a magickal job, with skill at inflicting ailments and a high magick power. Like most mages, they are mostly a long-range job, though their weapons tend to be fairly effective for spellcasters. Astrologers mostly play a support role in combat, enhancing allies and ailing enemies, though they have some potent damage spells in the gravity series of spells, and, of course, the famous meteor.

Playing an Astrologer

#1: You Are The Nuclear Option

Your Gravity and Celestial suites of spells are capable of dealing tremendous damage, but they also have some unusual limitations — your Gravity spells aren't effective against most elites and bosses, and your Celestial spells have a Conviction rating, so you might fail to cast them. They are very effective, but they can be tricky. Use these potent abilities early in combat, and against the appropriate targets, and don't save them for the final moments — you might not be able to call them up in a pinch when you need them.

#2: Make 'em Sweat

The status ailments you can inflict are generally not the be-all and end-all of ailments. An enemy can suffer under them, and can even succeed under them, using some clever tactics. If you use these abilities early in combat, you gain a bigger benefit from them, as they will apply for more of your enemy's turns. The edge they grant might be minor, but over time, it can make the difference between success and failure. You are a time mage, after all — take the long view.

#3: Manage Everyone's Speed!

With your abilities to inflict Slow and grant Haste, you are able to manipulate the flow of combat to your advantage. More than just denying or allowing attacks, you can delay enemies who use particularly savage blows to give your party enough time to heal and defend itself. Similarly, you can help your own party's slower but more powerful members get more of their powerful blows in. Pay attention to those with high charge or delay times — if they are friends, help them, if they are enemies, delay them.

Astrologer Base Statistics

Base Stats
HP 15
MP 25
Weapon 1d6
Spell 1d10
+1 Spell Power, +1 Luck
Proficiencies
Weapon Rod
Armor Robes
Skill Logic
Job Tree Wizard or Mystic

When picking a tribe or archetype, keep the following in mind:

  • Vigor is not that useful for you. Mostly, you are a ranged job. You can afford to take a hit here, though if you are interested in something of a "chrono knight" kind of character (perhaps combining Fencer and Astrologer) you may want to keep it moderate. Your Weapon Power is not as awful as many pure damage spellcasters, so you can show your own even in the front row, for a time.
  • Agility is moderately useful for you. Your Charge Times are pretty high, so a high Agility might not help offset the speed penalties that much, but a moderate Agility might help you avoid losing turns quite as often.
  • Vitality is fairly useless for you. Because your spells have their own limiting measures, most enemies will be more concerned about other, more destructive members of your party. This is something of a benefit, because you can enhance and impair without attracting much attention, and when your spells do work well, they will take your enemies by surprise.
  • Intelligence is probably the most useful statistic for you, since it increases your Spell Power. Your SP is decent to begin with, but it is not the highest — investing in Intelligence will make the damage difference between you and the Wizard almost disappear.
  • Mind is useful for you as a back-row job that is going to be taking some magical punishment. Astrologers might not take that much grief up front, but after walloping the enemy with a meteor or two, they might at least try to stop you from acting.
  • Spirit can help your ailments stay on enemies, even if they have a high Luck. For you, your Spirit is more defensive: you have it so people cannot gain an advantage, rather than to offer you a direct one. A Slow spell that is cast off as soon as it is applied does no one much good.

Recommended Archetypes/Tribes:

Astrologer Combat Menu

Attack
Rod Focus
Defend
Defend Shadow Ward
Black Magick
Black Magick Manafont
Items
Use Item Change Equipment
Move
Change Row Action Ability

Wizard Base Abilities

These are the abilities you have when Wizard is set as your primary job.

Base Abilities
Attack Focus Attack Action Instead of attacking an enemy, you give yourself +1 Spell Power. This ability stacks with itself up to +5.
Defense Shadow Ward Defend Action The target gains Shadow Ward.
Trait Conserve MP Passive All spells cost 2 MP less for you.
Limit Manafont 3 Limit Points You do not have to spend any MP on any spells for the remainder of combat.

Black Magick

The job abilities of Wizards are called, in general, "Black Magick." Characters taking Wizard as a sub-job can choose one of the four Black Magick skill sets to use. Keep in mind that the MP costs below do not reflect your Conserve MP trait.

Black Magick
Fire Deal fire damage (low MP cost).
Blizzard Deal ice damage (low charge time).
Thunder Deal lightning damage (ignores Willpower).
Death Kill an enemy quickly, or over time.

Black Magick: Fire

The first and most basic of spells, Fire simply burns things. Fire has a lower MP cost than most spells of its level, making it an efficient way of dealing magic damage.

Fire
Level 1 Fire 3 MP, Charge 3 Deals Spell Power fire damage.
Level 5 Fira 13 MP, Charge 3 Deals Double Spell Power fire damage.
Level 9 Firaga 23 MP, Charge 3 Deals Triple Spell Power fire damage

Black Magick: Blizzard

Blizzard uses magical energy to freeze things, the other side of the Fire coin. Blizzard has a low charge time in comparison to most spells, making it useful for preserving your speed.

Blizzard
Level 2 Blizzard 7 MP, Charge 1 Deals Spell Power ice damage.
Level 6 Blizzara 17 MP, Charge 1 Deals Double Spell Power ice damage.
Level 10 Blizzaga 27 MP, Charge 1 Deals Triple Spell Power ice damage

Black Magick: Death

The Death suite of spells represents the wizard's ability to simply snuff out life-force. It starts weak, with Poison giving the wizard a gradual destruction of life, but becomes instant by the end of the job, with Death simply killing individuals.

Death
Level 3 Venom 9 MP, Charge 5 Deals Spell Power shadow damage and inflicts Poison.
Level 7 Condemn 19 MP, Charge 5 Deals Double Spell Power shadow damage and inflicts Doom.
Level 11 Death 29 MP, Charge 5 Inflicts Instant KO, or deals Triple Spell Power shadow damage.

Black Magick: Thunder

Thunder conducts electricity through magic conduits, toward the targets you desire. Thunder ignores Willpower, making it deal more damage than most other spells, especially against strong-willed enemies.

Thunder
Level 4 Thunder 11 MP, Charge 3 Deals Spell Power thunder damage, ignoring Willpower.
Level 8 Thundara 21 MP, Charge 3 Deals Double Spell Power thunder damage, ignoring Willpower.
Level 12 Thundaga 31 MP, Charge 3 Deals Triple Spell Power thunder damage, ignoring Willpower.

Level Summary

Level 1 Fire
Level 2 Blizzard
Level 3 Venom
Level 4 Thunder
Level 5 Fira
Level 6 Blizzara
Level 7 Condemn
Level 8 Thundara
Level 9 Firaga
Level 10 Blizzaga
Level 11 Death
Level 12 Thundaga

Wizard Elite Abilities

After level 12, you may gain the opportunity to take some Elite powers. You must have 12 levels of Wizard, and have Wizard as your base job to use these powers.

Flare

This is the Elite Fire ability, dealing tremendous damage to a single target.

Flare Charge 5, 35 MP Deals Quadruple Spell Power non-elemental damage

Freeze

This is the Elite Blizzard ability, dealing tremendous damage to a single target and, generally, removing them from the battle with Stop.

Freeze Charge 3, 37 MP Deals Triple Spell Power non-elemental damage and inflicts Stop

Ultima

This is the Elite Thunder ability, dealing huge damage to all enemies.

Ultima Charge 5, 37 MP Deals Double Spell Power non-elemental damage to all enemies, ignoring Willpower.

Scourge

This is the Elite Death ability, dealing tremendous shadow damage to a single target, and keeping them close to death with the array of ailments.

Scourge Charge 5, 37 MP Deals Triple Spell Power shadow damage and inflicts Poison, Disease, and Curse.

Wizard Feats

To gain any of these feats, you must have the prerequisite number of levels in Wizard. Wizard feats enhance or alter Wizard abilities, and allow greater magical power, matching the theme of the Wizard job.

Feat: Elemental Seal

This feat allows you to cast one black magick spell powerfully in combat, rather than spreading it around and using it with other magic like Focus allows.

Elemental Seal
Prerequisite: Wizard level 1 Feat
During an extended rest, you may choose to swap out your Focus ability for Elemental Seal. Elemental Seal grants a one-time +5 bonus to the Spell Power of the next Black Magick spell you cast (it takes an Attack action to apply)

Feat: Black Magick LV2

This feat enables you to use black magick faster.

Black Magick LV2
Prerequisite: Wizard level 5 Feat
The Charge Time on your Black Magick skills decreases by 1

Feat: Black Magick LV3

This feat enables you to use black magick faster.

Black Magick LV3
Prerequisite: Wizard level 9, Black Magick LV2 Feat
The Charge Time on your Black Magick skills decreases by 2 (this replaces the prerequisite feat).

Astrologer Combat Menu

Attack
Rod Delay
Defend
Defend Levitate
Astrology
Astrology Celestial Stasis
Items
Use Item Change Equipment
Move
Change Row Action Ability

Astrologer Statistics

Base Statistics

Astrologers benefit mostly from a high Intelligence, mostly because of their Calculation trait, and the fact that increases their Magick Power. However, Astrologers are fairly unique in that they don't suffer from a low Intelligence like most other magickal jobs. They mostly don't rely on Magick Power to deal damage (insted using the Gravity series of spells), so they can benefit from a high Charisma instead, relying on actual luck rather than the Calculated Luck trait. With their manipulation of speed, they can also benefit from a high Dexterity, giving them impressive physical skill for a magickal job. They already get a bonus to Willpower, so a high Wisdom may also be useful, for a more defensive mage.

Astrologer Training

Skill: Logic
Weapon: Rods
Armor: Robes
Job Tree: Mystic or Wizard

Job Statistics

Physical
Score Base Bonus Per Level
HP 20 +5
Stamina 0 +1
Weapon Power 1d6 +1
Magickal
Score Base Bonus Per Level
MP 20 +5
Willpower 1 +1
Magick Power 1d10 +1

Job Table

The table below summarizes the unmodified stats at every level for the Astrologer. It does not include any modifiers from equipment or high base statistics (and so is likely to be higher for you).

Level
HP MP STA (VIT) WIL (MND) WPW (VIG) MPW (SOR)
Job Ability
Basic Abilities
20 20 0 (+ VIT) 1 (+ MND) 1d6 (+ VIG) 1d10 (+ SOR)
Trait: Calculation;Limit Break: Celestial Stasis; Attack: Delay; Defense: Float
Level 1
25 25 1 (+ VIT) 2 (+ MND) 1d6+1 (+ VIG) 1d10+1 (+ SOR)
Astrology: Regen
Level 2
30 30 3 (+ VIT) 2 (+ MND) 1d8+2 (+ VIG) 1d8+2 (+ SOR)
No New Abilities
Level 3
35 35 4 (+ VIT) 3 (+ MND) 1d8+3 (+ VIG) 1d8+3 (+ SOR)
Astrology: Gravity
Level 4
40 40 5 (+ VIT) 4 (+ MND) 1d8+4 (+ VIG) 1d8+4 (+ SOR)
No New Abilities
Level 5
45 45 6 (+ VIT) 5 (+ MND) 1d8+5 (+ VIG) 1d8+5 (+ SOR)
Alchemy: Stashed Ether
Level 6
50 50 7 (+ VIT) 6 (+ MND) 1d8+6 (+ VIG) 1d8+6 (+ SOR)
Alchemy: Mid Mix; Defense: Stashed Hi-Potion; Attack: Stashed Frag Grenade
Level 7
55 55 8 (+ VIT) 7 (+ MND) 1d8+7 (+ VIG) 1d8+7 (+ SOR)
Alchemy: Double Item
Level 8
60 60 9 (+ VIT) 8 (+ MND) 1d8+8 (+ VIG) 1d8+8 (+ SOR)
Alchemy: Panacea
Level 9
65 65 10 (+ VIT) 9 (+ MND) 1d8+9 (+ VIG) 1d8+9 (+ SOR)
Alchemy: Astra
Level 10
70 70 11 (+ VIT) 10 (+ MND) 1d8+10 (+ VIG) 1d8+10 (+ SOR)
Alchemy: Stashed Ether Dry
Level 11
75 75 12 (+ VIT) 11 (+ MND) 1d8+11 (+ VIG) 1d8+11 (+ SOR)
Alchemy: Major Mix; Defense: Stashed X-Potion; Attack: Stashed Pineapple Bomb
Level 12
80 80 13 (+ VIT) 12 (+ MND) 1d8+12 (+ VIG) 1d8+12 (+ SOR)
Alchemy: Triple Item
Level 13
85 85 14 (+ VIT) 13 (+ MND) 1d8+13 (+ VIG) 1d8+13 (+ SOR)
Alchemy: Stashed Medicine, Philosopher's Stone
Level 14
90 90 15 (+ VIT) 14 (+ MND) 1d8+14 (+ VIG) 1d8+14 (+ SOR)
Alchemy: Adapt
Level 15
95 95 16 (+ VIT) 15 (+ MND) 1d8+15 (+ VIG) 1d8+15 (+ SOR)
Alchemy: Mega Mix, Stashed ZERO Potion, Stashed Potato Masher, Stashed Turbo Ether

Astrologer Abilities

Base Abilities

Attack: Delay


Kinesis
Basic Attack Delay 5 Spell
Deals One-Half (Magick Power) damage and impose a Delay of One-Half (Magick Power) on one enemy.
Level Up:
Level 6: Delayra: Increase damage and delay to (Magick Power)
Level 11: Delayga: Increase damage and delay to 2 x (Magick Power)
Level 15: Delaygaja: As Delayga, but targets all enemies.

Attack: Delayga

See Delay.

Attack: Delaygaja

See Delay.

Attack: Delayra

See Delay.

Defense: Levigaja

See Levitate.

Defense: Levija

See Levitate.

Defense: Leviraja

See Levitate.

Defense: Levitate


Levitate
Basic Defense Delay 5 Spell
Bestows the Float enhancement on one ally.
Level Up:
Level 6: Levija: Targets all allies.
Level 11: Leviraja: Targets all allies and grants (Magick Power) Speed.
Level 15: Levigaja: Targets all allies and grants 2 x (Magick Power) Speed.

Limit Break: Celestial Stasis


CelestialStasis
Basic Limit Break
You inflict Stop on all enemies. If they are immune to that ailment, the limit break still deals 12 x (Magick Power) damage to the creature.

Trait: Calculation


Calculation
Basic Astrolger Trait
Add your Sorcery score to your Saving Throw Difficulty Luck feature.

Astrology

"Astrology" is the job ability of Astrologers. Most Astrology abilities are Spells.

Astrology: Regen


Regen
Level 1 Spell, Holy, Regen Cost: 7 MP, Delay 3
Heals One-Half (Magick Power) HP and bestows the Regen enhancement on one ally.
Level Up:
Level 6 (17 MP): Regenja: Targets all allies.

Astrology: Regenja

See Regen.

Gravity

Level 3, 11 MP, Targets One Enemy
~Spell, Gravity~

Gravity
The target takes Gravity damage equal to (one fourth of their current hit points).

Gravira

Level 8, 21 MP, Targets One Enemy
~Spell, Gravity~

Gravira
The target takes Gravity damage equal to (one half of their current hit points).

Graviga

Level 13, 31 MP, Targets One Enemy
~Spell, Gravity~

Graviga
The target takes Gravity damage equal to (three-fourths of their current hit points).

Decelerate

Level 5, 15 MP, Targets One Enemy
~Spell, Gravity, Slow~

Decelerate
The target takes (one half Magick Power) Gravity damage, and gains the Slow ailment.
If the target is immune to Slow, they instead take (Magick Power) Gravity damage.

Deceleraja

Level 10, 25 MP, Targets All Enemies
~Spell, Gravity, Slow~

Deceleraja
All enemies take (one half Magick Power) Gravity damage, and gain the Slow ailment.
If any target is immune to Slow, that target instead takes (Magick Power) Gravity damage.

Accelerate

Level 7, 19 MP, Targets One Ally
~Spell, Haste, Holy~

Decelerate
The target heals (Magick Power) HP, and gains the Haste enhancement.

Acceleraja

Level 12, 29 MP, Targets All Allies
~Spell, Haste, Holy~

Acceleraja
The party heals (Magick Power) HP, and gains the Haste enhancement.

Comet

Level 9, 23 MP, Targets One Enemy
~Spell, Cosmos~

Comet
You can attack the target twice. The target takes (Magick Power) Cosmos damage on each hit.

Meteor

Level 15, 35 MP, Targets All Enemies
~Spell, Cosmos~

Meteor
You can attack the enemy party three times. The target takes (Magick Power) Cosmos damage on each hit.

Halt

Level 11, 27 MP, Targets One Enemy
~Spell, Stop, Gravity~

Halt
The target takes (2 x [Magick Power]) Gravity damage, and gains the Stop ailment.
If the target is immune to Stop, they instead take (3 x Magick Power) Gravity damage.

Quicken

Level 13, 31 MP, Targets One Ally
~Spell~

Quicken
The target gains +20 SPD on the next round.

X-Zone

Level 15, 35 MP, Targets All Enemies
~Spell, Eject, Cosmos~

X-Zone
The enemies gain the Eject ailment.
If the target is immune to Eject, they instead take (3 x Magick Power) Cosmos damage.

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