Astrologian is a job in Final Fantasy XIV, debuting in the first expansion, Final Fantasy XIV: Heavensward. Like with other jobs introduced in the expansion, Astrologian has no base class and starts at level 30. Astrologian is a healing job, like White Mages, Sages, and Scholars.
Profile[]
Ever has man coveted knowledge, and none more so than that of his fate. Thus did he labor to master the skill of foresight―but initial efforts bore little fruit. That is, until he looked to the stars above, which foretell the coming seasons, and learned to read the heavens.
Though this gift is known today as astrology, the people of Sharlayan saw fit to not only read the stars, but to write their movements as well. By attuning their aetherial energies to that of constellations, they learned to wield magicks with heretofore unseen properties.
Thus was astromancy born―a new form of magick which grants its users power over fate. Employing a star globe and divining deck in their miraculous deeds, fortune always smiles upon these masters of arcana.Lodestone
Alongside healing, the Astrologians use the unique mechanic of Divination using their Tarot cards to buff their allies. In Final Fantasy XIV: Endwalker, the Astrologians receive an overhaul to make them Pure Healers as opposed to hybrid of Pure and Barrier Healers with their Sects like past expansions. In Final Fantasy XIV: Shadowbringers, Urianger Augurelt upgraded his job into Astrologian.
Story[]
History[]
The Sharlayan sage Lewphon devoted two decades of his life in the years of the Sixth Astral Era to compile a comprehensive study on the merits of stargazing. By analyzing the expansive historical records of man's attempts to read his own fate, Lewphon hoped to separate the fables of superstition from the more reliable knowledge of evidence-based astrology. What his methodical scrutiny uncovered, however, was that much of the ancients' wisdom was founded in legitimate arcane theory. This revelation shifted the entire focus of his research, and his subsequent efforts to reconstruct and adapt these principles resulted in the creation of "astromancy"-an art which attuned the wielder's aether to the movement of the heavens.
Following Lewphon's discoveries, the cards of the fortuneteller-previously considered an amusement fit only for children were re-evaluated from an academic perspective. The deck of arcana, with its cards representative of the constellations, was integrated along with the star globe into a uniquely Sharlayan discipline of magick.
Final Fantasy XIV: Heavensward[]
The Astrologian questline starts after agreeing to study Sharlayan astrology with Jannequinard de Durendaire. Jannequinard is expecting an important visitor from Sharlayan and asks the Warrior of Light to inquire with other students of the Atheneum Arcaneum on the visitor's whereabouts. A student has overheard Chief Astrologian Forlemort speaking with one of his aides regarding Sharlayan.
Jannequinard journeys south to Coerthas Central Highlands to ask his uncle himself. A series of unpredictable circumstances has forced the Sharlayan party to make a detour through the South Shroud. Jannequinard asks the Warrior of Light to journey to Quarrymill, meeting his retainer Quimperain along the way.
In Quarrymill, the Warrior sees Professor Mace waylaid by bandits, and his granddaughter Leveva Byrde protected by Quimperain. The crystal housing the Soul of the Astrologian glows as the Warrior of Light arrives, prompting Mace to throw it so the bandits would not steal it. The bandits leave with Mace, planning to steal his wares. Leveva, noticing the thrown crystal, deduces that the Warrior of Light is the one her grandfather saw in a reading before they left Sharlayan. Leveva plans to rescue her grandfather, with the help of the Warrior and Quimperain.
Final Fantasy XIV: Stormblood[]
The Astrologian questline focuses on exploring the relationship between Sharlayan astrology and Hingan geomancy.
The Warrior of Light and Levava reunite and begin preparing for a Symposium to introduce Sharlayan astrology to Ishgard. They are interrupted by the sudden arrival of a Hingan Geomancer named Kyokuho Moribe, who is interested in learning Sharlayan Astrology. While taken aback and this abrupt turn of events, Levava lets Kyokuho learn Astrology, though she delegates the teaching responsibilities to the Warrior of Light while she prepares for the Ishgardian Symposium. The Warrior of Light is pleased that Kyokuho is able to learn the fundamentals quickly, even if his impulsiveness leads to the Warrior of Light rescuing him from danger several times. However, Kyokuho's time in Ishgard was to be short and he abruptly departed for Hingan as quickly as he came.
Some time after his departure, Levava foresaw some manner of danger in Kyokuho's future and asks the Warrior of Light to find him in Kugane. After reuniting with the geomancer, the Warrior of Light learns of Kyokuho's troubles: A malevolent spirit is about to break free from its prison in Kugane, which would lead to catastrophe within the city. To make matters worse, his initial attempts to work with other Geomancers to reinforce the barriers failed and they no longer want to help him. The Warrior of Light agrees to help and suggests using Sharlayan Astrology in conjunction with Hingan Geomancy to strengthen the barrier. While they were able to strengthen the barrier, Kyokuho realizes that in the barrier's weakened state, the entity Kinko Kugane was able to regain some of her strength, which means the barrier will still degrade at a faster pace. Kyokuho also reveals that his grandfather, who initially placed the seal on Kinko Kugane, never actually completed the sealing ritual and never told anyone how to. Kyokuho consults with his geomancy teacher and learns that his grandfather may have hidden the instructions in Nagxia. However, after retrieving the scrolls on the ritual, Kyokuho realizes the reason his grandfather never completed the ritual was because it required a live human sacrifice and Kyokuho, much like his grandfather, is stauchly opposed to such a method. As Kyokuho ponders over what to do next, he and the Warrior of Light need to reinforce the barriers again. While they argue over what to do next, Levava suddenly arrives in Kugane and proposes a solution: using astrology and geomancy to quell Kinko Kugane's rage before trying to re-seal her. This strategy proves effective and the entity is sealed away again. With the crisis averted, Kyokuho decides to travel Hingashi to teach geomancy.
Final Fantasy XIV: Shadowbringers[]
Equipment[]
Astrologians wield highly ornamented planispheres, star globes, and other astrological devices as their weapons, which they use in conjunction with their cards to read the stars. Their armor is primarily made up of "Healing" gear, armor with low physical defense and high magic defense that they share with other healer classes.
The Astrologians' primary attribute is mind, which boosts their attack and healing magic potency, and should always be prioritized over other attributes. As a healer discipline, they have access to the healer-exclusive piety attribute, which improves their MP regeneration.
Lists of astrologian equipment | |
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Job Gauge[]
The Job Gauge was introduced to players in 4.0 Final Fantasy XIV: Stormblood. The Astrologian uses the Arcana Gauge.
The Arcana Gauge allows Astrologians to keep track of which card (arcanum) is currently drawn. An arcanum is drawn by using the action Draw, and is placed in the middle of the gauge. Using the Play command executes the arcanum's corresponding action.
In Final Fantasy XIV: Endwalker, the Astrologian's Arcana Gauge is updated. Upon learning the trait Enhanced Draw II, the Astrologian will be able to view astrosigns. Lunar, Solar, and Celestial are the three astrosigns, and one of these will be applied when executing a card action. When three signs have been applied, they can perform Astrodyne, buffing themselves.
Upon learning the action Minor Arcana, drawn cards (either Lord of Crown or Lady of Crown) will appear on the Arcana Gauge when Minor Arcana is used.
Abilities[]
Job actions[]
Ability | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Malefic |
1 | Spell | 1.5s | 2.5s | 400 MP | 25y | — |
Deals unaspected damage with a potency of 150.
Upgrades to Malefic II. | |||||||
Benefic |
2 | Spell | 1.5s | 2.5s | 400 MP | 30y | — |
Restores target's HP.
| |||||||
Combust |
4 | Spell | Instant | 2.5s | 400 MP | 25y | — |
Deals unaspected damage over time.
Upgrades to Combust II. | |||||||
Lightspeed |
6 | Ability | Instant | 120s ( 90s) |
— | — | — |
Reduces recast times for spells by 2.5 seconds.
| |||||||
Helios |
10 | Spell | 1.5s | 2.5s | 700 MP | — | 15y radius |
Restores own HP and the HP of all nearby party members. | |||||||
Ascend |
12 | Spell | 8s | 2.5s | 2400 MP | 30y | — |
Resurrects target to a weakened state. | |||||||
Essential Dignity |
15 | Ability | Instant | 40s | — | 30y | — |
Restores target's HP.
Potency increases up to 900 as the target's HP decreases, reaching its maximum value when the target has 30% HP or less. | |||||||
Benefic II |
26 | Spell | 1.5s | 2.5s | 700 MP | 30y | — |
Restores target's HP. | |||||||
Draw |
30 | Ability | Instant | 30s | — | — | — |
Draws a card (arcanum) from your divining deck. Only one arcanum can be drawn at a time. Arcanum effect can be triggered using the action Play.
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Undraw |
30 | Ability | Instant | 1s | — | — | — |
Returns the currently drawn arcanum back to your deck. | |||||||
Play |
30 | Ability | Instant | 1s | — | — | — |
Triggers the effect of your drawn arcanum. | |||||||
Aspected Benefic |
34 | Spell | Instant | 2.5s | 400 MP | 30y | — |
Restores target's HP. | |||||||
Redraw |
40 | Ability | Instant | 1s | — | — | — |
Draws a different arcanum from your deck. Can only be executed while under the effect of Clarifying Draw. | |||||||
Aspected Helios |
42 | Spell | 1.5s | 2.5s | 800 MP | — | 15y radius |
Restores own HP and the HP of all nearby party members. | |||||||
Gravity |
45 | Spell | 1.5s | 2.5s | 400 MP | 25y | 5y radius |
Deals unaspected damage with a potency of 120 to target and all enemies nearby it.
Upgrades to Gravity II. | |||||||
Combust II |
46 | Spell | Instant | 2.5s | 400 MP | 25y | — |
Deals unaspected damage over time.
Upgrades to Combust III. | |||||||
Synastry |
50 | Ability | Instant | 120s | — | 30y | — |
Generate an aetheric bond with target party member. Each time you cast a single-target healing spell on yourself or a party member, the party member with whom you have the bond will also recover HP equaling 40% of the original spell.
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Divination |
50 | Ability | Instant | 120s | — | — | 30y radius |
Increases damage dealt by self and nearby party members by 6%.
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Astrodyne |
50 | Ability | Instant | 1s | — | — | — |
Grants an effect using the astrosigns read from your divining deck. Can only be executed after reading three astrosigns. Effects granted are determined by the number of different types of astrosigns read.
| |||||||
Malefic II |
54 | Spell | 1.5s | 2.5s | 400 MP | 25y | — |
Deals unaspected damage with a potency of 160.
Upgrades to Malefic III. | |||||||
Collective Unconscious |
58 | Ability | Instant | 60s | — | — | 30y radius |
Creates a celestial ring 8 yalms around the caster.
Effects will be applied continuously to self and all party members standing within the celestial ring. | |||||||
Celestial Opposition |
60 | Ability | Instant | 60s | — | — | 15y radius |
Restores own HP and the HP of all nearby party members.
| |||||||
Earthly Star |
62 | Ability | Instant | 60s | — | 30y | 20y radius |
Deploys an Earthly Star in the designated area and grants the effect of Earthly Dominance.
Executing Stellar Detonation while under the effect of Earthly Dominance creates a Stellar Burst dealing unaspected damage with a potency of 205 to all nearby enemies. Also restores own HP and the HP of all nearby party members.
After 10s, Earthly Dominance effect is changed to Giant Dominance
Waiting 10s or executing Stellar Detonation while under the effect of Giant Dominance creates a Stellar Explosion dealing unaspected damage with a potency of 310 to all nearby enemies. Also restores own HP and the HP of all nearby party members.
| |||||||
Stellar Detonation |
62 | Ability | Instant | 3s | — | — | 20y radius |
While under the effect of Earthly Dominance, detonates the currently deployed Earthly Star, creating a Stellar Burst that deals unaspected damage with a potency of 205 to all nearby enemies.
While under the effect of Giant Dominance, detonates the currently deployed Earthly Star, creating a Stellar Explosion that deals unaspected damage with a potency of 310 to all nearby enemies.
| |||||||
Malefic III |
64 | Spell | 1.5s | 2.5s | 400 MP | 25y | — |
Deals unaspected damage with a potency of 190.
Upgrades to Malefic IV. | |||||||
Minor Arcana |
70 | Ability | Instant | 60s | — | — | — |
Draws either the Lord of Crowns or the Lady of Crowns from your divining deck. Action changes to the drawn arcanum. Can only be executed while in combat. | |||||||
Combust III |
72 | Spell | Instant | 2.5s | 400 MP | 25y | — |
Deals unaspected damage over time.
| |||||||
Malefic IV |
72 | Spell | 1.5s | 2.5s | 400 MP | 25y | — |
Deals unaspected damage with a potency of 230.
Upgrades to Fall Malefic. | |||||||
Celestial Intersection |
74 | Ability | Instant | 30s | — | 30y | — |
Restores own or target party member's HP. | |||||||
Horoscope |
76 | Ability | Instant | 60s | — | — | 20y radius |
Reads your fortune and those of nearby party members, granting them Horoscope.
Effect upgraded to Horoscope Helios upon receiving the effects of Helios or Aspected Helios.
Restores the HP of those under either effect when the cards are read a second time or the effect expires.
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Neutral Sect |
80 | Ability | Instant | 120s | — | — | — |
Increases healing magic potency by 20%.
| |||||||
Fall Malefic |
82 | Spell | 1.5s | 2.5s | 400 MP | 25y | — |
Deals unaspected damage with a potency of 250. | |||||||
Gravity II |
82 | Spell | 1.5s | 2.5s | 400 MP | 25y | 5y radius |
Deals unaspected damage with a potency of 130 to target and all enemies nearby it. | |||||||
Exaltation |
86 | Ability | Instant | 60s | — | 30y | — |
Reduces damage taken by self or target party member by 10%.
| |||||||
Macrocosmos |
90 | Spell | Instant | 180s | 600 MP | — | 20y radius |
Deals unaspected damage to all nearby enemies with a potency of 250 for the first enemy, and 40% less for all remaining enemies.
Action changes to Microcosmos upon execution. | |||||||
Microcosmos |
90 | Ability | Instant | 1s | — | — | 20y radius |
Triggers the healing effect of Macrocosmos, restoring HP equal to a cure of 200 potency plus 50% of compiled damage. Amount restored cannot exceed the target's maximum HP. |
Arcana[]
Role Actions[]
Ability | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Repose |
8 | Spell | 2.5s | 2.5s | 600 MP | 30y | — |
Afflicts target with Sleep
Cancels auto-attack upon execution. | |||||||
Esuna |
10 | Spell | 1s | 2.5s | 400 MP | 30y | — |
Removes a single detrimental effect from target. | |||||||
Lucid Dreaming |
14 | Ability | Instant | 60s | — | — | — |
Gradually restores own MP.
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Swiftcast |
18 | Ability | Instant | 60s | — | — | — |
Next spell is cast immediately.
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Surecast |
44 | Ability | Instant | 120s | — | — | — |
Spells can be cast without interruption.
| |||||||
Rescue |
48 | Ability | Instant | 120s | — | 30y | — |
Instantly draws target party member to your side. Cannot be used outside of combat or when target is suffering from certain enfeeblements. |
Traits[]
Name | Level | Description |
---|---|---|
Maim and Mend |
20 | Increases base action damage and HP restoration by 10%. |
Enhanced Benefic |
36 | Grants a 15% chance that your next Benefic II will restore critical HP.
|
Maim and Mend II |
40 | Increases base action damage and HP restoration by 30%. |
Enhanced Draw |
40 | Grants Clarifying Draw after executing Draw. |
Combust Mastery |
46 | Upgrades Combust to Combust II. |
Enhanced Draw II |
50 | Grants a Solar Sign, Lunar Sign, or Celestial Sign according to your arcanum played in combat. |
Malefic Mastery |
54 | Upgrades Malefic to Malefic II. |
Malefic Mastery II |
64 | Upgrades Malefic II to Malefic III. |
Hyper Lightspeed |
68 | Reduces Lightspeed recast time to 90 seconds. |
Combust Mastery II |
72 | Upgrades Combust II to Combust III. |
Malefic Mastery III |
72 | Upgrades Malefic III to Malefic IV. |
Enhanced Essential Dignity |
78 | Allows the accumulation of charges for consecutive uses of Essential Dignity.
|
Malefic Mastery IV |
82 | Upgrades Malefic IV to Fall Malefic. |
Gravity Mastery |
82 | Upgrades Gravity to Gravity II. |
Enhanced Healing Magic |
85 | Increases the healing potency of Benefic to 500, Helios to 400, Benefic II to 800, Aspected Benefic to 250, Aspected Benefic's Regen effect to 250, Aspected Helios to 250, and Aspected Helios's Regen effect to 150. |
Enhanced Celestial Intersection |
88 | Allows the accumulation of charges for consecutive uses of Celestial Intersection.
|
PvP Actions[]
Ability | Type | Cast | Recast | MP Cost | Range | Radius |
---|---|---|---|---|---|---|
Fall Malefic |
Spell | 1.44s | 2.4s | – | 25y | – |
Deals unaspected damage with a potency of 5,000. | ||||||
Aspected Benefic |
Spell | Instant | 15s | – | 30y | – |
Restores target's HP.
Potency increases up to 8,000 as the target's HP decreases, reaching its maximum value when the target has 50% HP or less.
This action does not share a recast timer with any other actions. | ||||||
Gravity II |
Spell | Instant | 15s | – | 25y | 5y circle |
Deals unaspected damage with a potency of 8,000 to target and all enemies nearby it.
This action does not share a recast timer with any other actions. | ||||||
Double Cast |
Ability | Instant | 15s | – | – | – |
Repeats the spell you previously cast.
Can only be executed following a spell. | ||||||
Draw |
Ability | Instant | 30s | – | – | – |
Draws the Balance, the Ewer, or the Spire from your divining deck.
| ||||||
Macrocosmos |
Ability | Instant | 30s | – | – | 20y radius |
Deals unaspected damage with a potency of 12,000 to all nearby enemies.
Action changes to Microcosmos upon execution. | ||||||
Fall Malefic |
Ability | Instant | 15s | – | 25y | – |
Deals unaspected damage with a potency of 5,000.
※This action cannot be assigned to a hotbar. | ||||||
Aspected Benefic |
Ability | Instant | 15s | – | 30y | – |
Restores target's HP.
Potency increases up to 8,000 as the target's HP decreases, reaching its maximum value when the target has 50% HP or less.
※This action cannot be assigned to a hotbar. | ||||||
Gravity II |
Ability | Instant | 15s | – | 25y | 5y circle |
Deals unaspected damage with a potency of 8,000 to target and all enemies nearby it.
※This action cannot be assigned to a hotbar. | ||||||
The Balance |
Ability | Instant | 1s | – | 30y | 20y circle |
Increases damage dealt by self or target and all nearby party members by 10%.
※This action cannot be assigned to a hotbar. | ||||||
The Bole |
Ability | Instant | 1s | – | 30y | 20y circle |
Reduces damage taken by self or target and nearby party members by 10%.
※This action cannot be assigned to a hotbar. | ||||||
The Arrow File:The Arrow PvP from Final Fantasy XIV icon.png |
Ability | Instant | 1s | – | 30y | 20y circle |
Reduces weaponskill cast time and recast time, as well as spell cast time and recast time for self or target and nearby party members by 10%, while also increasing movement speed.
※This action cannot be assigned to a hotbar. | ||||||
Microcosmos |
Ability | Instant | 1s | – | – | 20y circle |
Triggers the healing effect of Macrocosmos, restoring HP equal to a cure of 4,000 potency plus 25% of compiled damage. ※This action cannot be assigned to a hotbar. | ||||||
Celestial River |
Limit Break | Instant | 10s | – | – | 15y circle |
Reduces damage dealt by nearby enemies by 30%. Effect is reduced by 10% every 5 seconds.
Can only be executed when the limit gauge is full.
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Standard-issue Elixir |
Ability | 4.5s | 5s | — | — | — |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | ||||||
Recuperate |
Ability | Instant | 1s | 2500 MP | — | — |
Restores own HP.
| ||||||
Purify |
Ability | Instant | 30s | — | — | — |
Removes Stun, Heavy, Bind, Silence, Half-asleep, Sleep, and Deep Freeze. Grants Resilience upon successfully removing one of the aforementioned effects.
Can be used even when under the effect of certain status afflictions. | ||||||
Guard |
Ability | Instant | 30s | — | — | — |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
Movement speed is reduced by 50% for the duration of this effect. | ||||||
Sprint |
Ability | Instant | 1.5s | — | — | — |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Removed abilities[]
The following abilities have been removed. Removed abilities will still appear on the hotbar, their icon greyed out icon with a red strikethrough. They will have no effect and must be removed by the player. The given statistics represent their last form before their removal.
Ability | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Exalted Detriment |
18 | Ability | 1s | 2.5s | 618 | 30y | — |
Removes a single detrimental effect from target.
Removed in patch 4.0. | |||||||
Stella |
22 | Ability | 2.5s | 2.5s | 442 | 25y | — |
Deals unaspected damage with a potency of 100. Additional Effect: Heavy +40% Duration: 20s (PvP 8s) Removed in patch 4.0. | |||||||
Diurnal Sect |
30 | Ability | Instant | 5s | — | — | — |
Adds Regen to certain actions. Cannot be used with Nocturnal Sect. Shares a recast timer with Nocturnal Sect. Effect cannot be removed while in battle. Effect ends upon reuse. Removed in patch 6.0. | |||||||
Luminiferous Aether |
34 | Ability | Instant | 120s | — | — | — |
Reduces enmity generation. Additional Effect: Refresh Refresh Potency: 60 Duration: 24s Removed in patch 4.0. | |||||||
Royal Road |
35 | Ability | Instant | 15s | — | — | — |
Return the currently drawn arcanum back to your deck to enhance the effect of the next card. Bole and Balance: 150% potency Arrow and Spear: Doubled duration Ewer and Spire: 50% potency, extends effect to nearby targets Removed in patch 5.0. | |||||||
Disable |
38 | Ability | Instant | — | — | 25y | — |
Reduces the potency of all the target's offensive actions. Duration: 6s
Removed in patch 4.0. | |||||||
Spread |
40 | Ability | Instant | 30s | — | — | — |
Add the currently drawn arcanum to your spread where it is kept indefinitely. Execute again to use the card. Recast timer cooldown will begin once the held card is read or returned to your deck. Removed in patch 5.0. | |||||||
Nocturnal Sect |
50 | Ability | Instant | 5s | — | — | — |
Adds a damage-nullifying barrier to certain actions. Also increases MP cost of Aspected Benefic. Cannot be used with Diurnal Sect. Shares a recast timer with Diurnal Sect. Effect cannot be removed while in battle. Effect ends upon reuse. Removed in patch 6.0. | |||||||
Time Dilation |
56 | Ability | Instant | 90s | — | 30y | — |
Extends the duration of beneficial effects you cast on a party member by 15 seconds.
Removed in patch 5.0. | |||||||
Sleeve Draw |
70 | Ability | Instant | 180s | — | — | — |
Draws a card (arcanum) from your divining deck. You cannot draw an arcanum if you are aligned with its Seal of Arcana. When aligned with all three seals, any arcanum may be drawn. Additional Effect: Restores 8% of maximum MP Removed in patch 6.0. | |||||||
Crown Play |
70 | Ability | Instant | 1s | — | — | — |
Triggers the effect of your drawn arcanum.
Removed in patch 6.2. |
Limit Break[]
Astrologians' Limit Breaks focus on restoring the HP and MP of their allies. The amount of HP restored by each limit break is based on percentage and do not have a base potency. Astrologians have the same Level 1 and Level 2 limit breaks as other Healers.
Ability | Level | Description | Image |
---|---|---|---|
Healing Wind | 1 | Restores 25% of HP of all nearby party members. | |
Breath of the Earth | 2 | Restores 60% of HP of all nearby party members. | |
Astral Stasis | 3 | Restores 100% of HP of all nearby party members. Revives any KO'd allies with full MP and no weakness. |
Other appearances[]
Final Fantasy Trading Card Game[]
Astrologian appears in Final Fantasy Trading Card Game as a Water-elemental Backup card.
Behind the scenes[]
Each card in Astrologian's divining deck, except for Lord and Lady, represent the six constellations of the planet's night sky. The symbols of The Twelve can be seen on the cards as well as the Divination ability introduced in Shadowbringers. When Astrologian was released, the night sky was simultaneously updated to clearly display the constellations.
Astrologian was originally planned to be Chemist. Due to balancing problems with the Mix command and the desire to implement an all-new weapon type, the idea was scrapped. Mixing items turned into drawing cards. The Stormblood expansion built upon this with the ability to turn standard buff cards into attack or heal cards, further echoing the use of Mix commands from other titles.