♈︎ Aries

The ram is quick and nimble.

Combat - Dodge

  • Place The Magician on Aries.
  • While Aries has a card on it, any shields the player generates are multiplied by 2 (Clever: 3).
  • You may discard the card played on Aries whenever you choose.

Skill - Agility

  • Use Aries to make a Skill check for a skill marked "Fast" as if it were Easy, once per Day.

♉︎ Taurus

The bull is an unstoppable force.

Combat - Rage

  • Place The Magician on Taurus.
  • While Taurus has a card on it, any non-Magic damage the player generates is multiplied by 2 (Clever: 3).
  • You may discard the card played on Taurus whenever you choose.

Skill - Strength

  • Use Taurus to make a Skill check for a skill marked "Strong" as if it were Easy, once per Day.

♋︎ Cancer

The crab is a master of defense.

Combat - Shell

  • Place The Magician on Cancer.
  • Either:
    • Generate 15 Shields (Clever: 30) or
    • Generate 8 Shields and 8 Shields for all allies in your Zone (Clever: 16 each)
  • Discard the card played on Cancer at the end of the turn.

Skill - Bubble

  • Use Cancer to spawn a small, hard, magical force-field around you while exploring Paradise Lua, once per Day
  • The bubble lasts for 30 minutes, and holds enough air for all 30 of those minutes.
  • If fall damage were a problem (on the Moon, where gravity is not so harsh a mistress), the bubble would protect you from that, too.

♌︎ Leo

The lion is bright and brave.

Combat - Beam

  • Place The Magician on Leo.
  • Either:
    • Deal 15 Magic Damage (Clever: 30) or
    • Deal 8 Magic Damage to all Adversaries in your Zone (Clever: 16 each)
  • Discard the card played on Leo at the end of the turn.

Skill - Light

  • As often as you want, you can use Leo to cast a bright light in a 30 foot straight line.
  • Once per Day, you can use Leo to dramatically reduce the weight of an object.

♊︎ Gemini

The twins are masters of illusion.

Combat - Twin

  • Place The Magician on Gemini.
  • Draw 5 Cards (Clever or Wise: 10 Cards)
  • Discard the card played on Gemini at the end of the turn.

Skill - Clone

  • Once per Day, you can create an illusory, holographic, silent duplicate of yourself.
  • The duplicate cannot interact with, pick up, or touch anything - anything touching the illusory copy will simply go right through.
  • The duplicate lasts for about thirty minutes.

♐︎ Sagittarius

The archer is unerring.

Combat - Arrow

  • Place The Magician on Sagittarius.
  • Either:
    • Deal 10 Magic Ranged Damage (Clever: 20) or
    • Deal 5 Magic Ranged Damage (Clever: 10) to all Adversaries.
  • At the end of the turn, discard The Magician.

Skill - Arrow

  • Once per day, name a person, object, or concept. A spectral arrow will appear, and to the best of its ability, it will point towards that thing.
  • This arrow is only visible to you, and it only lasts for 30 minutes.

♑︎ Capricorn

The goat... loves the ladies.

Combat - Capricious

  • Place The Magician on Capricorn.
  • Capricorn can only be played if you have The High Priestess, The Empress, The Lovers, The Devil, Strength, The Star, The World, or any Queen in hand.
  • Either:
    • Deal 40 Magic Ranged Damage (Clever: 80) or
    • Gain 40 Shield (Clever: 80).
  • At the end of the turn, discard all cards placed on Capricorn.

Skill - Loop

  • Once per Day, when any player fails a Skill Check, you can use Capricorn to allow them to try again.

♎︎ Libra

The scales of justice weigh all things.

Combat - Balance

  • Place The Magician on Libra.
  • While Libra has a card on it, the player generates as much damage and shield as the higher of their damage and shield, each turn.
  • The damage generated by Balace is Magic Damage.
  • (So, for example, if the player generates 3 Damage and 8 Shield, they have instead generated 3 Damage, 5 Magic Damage and 8 Shield)
  • You may choose to discard the card played on Libra at any time.

Skill - Trade

  • Once per Day, you may execute a Swap.
  • Anything that's possible to Swap is fair game, so long as the GM agrees that it is a fair trade.
  • For example: You can Swap your hair color for a different hair color.
  • Or maybe: You can Swap a Spell (even this Spell) for a different Spell.
  • If you Swap something with a player, they must agree to the Swap.

♏︎ Scorpio

The scorpion is insidious.

Combat - Venom

  • Place The Magician on Scorpio
  • You may choose to discard The Magician from Libra at any time. (It is automatically discarded at end of combat.)
  • While Scorpio has a card on it, the player generates 1 Magic Damage every time they draw a card.

Skill - Puppet

  • Once per Day, summon an disembodied spectral hand, controlled by your mind.
  • This hand will stick around for about 30 minutes. It moves about as fast as a regular person would.
  • This hand can lift up to 5lbs.

♓︎ Pisces

The fish can be elusive, which is why you need a good hook.

Combat - Fishing

  • Place a Magician on Pisces.
  • Search your deck for a card (Clever: 2 cards), place it in your hand, and then shuffle the deck.
  • You may move any or all Adversaries in the combat to your current Zone.
    • Deal 5 Damage to any Adversary so moved.
    • If they had Flying, they no longer have Flying.
  • At the end of the turn, discard The Magician.

Skill - Hook

  • Any time you want, throw a spectral grappling hook.
  • This can be used to grab distant things or to set up difficult climbs.

♒︎ Aquarius

The water bearer brings life and healing.

Combat - Heal

  • Only players with Charming may use or learn Aquarius.
  • Place The Magician on Aquarius.
  • You or one ally in your Zone:
    • Regain all hit points or
    • downgrade a Major Injury to its associated Minor Injury or
    • remove a Minor Injury entirely.
  • If you are Clever, you may target any Ally, regardless of location.
  • Aquarius can not be used more than once per Day.
  • Discard the card played on Aquarius at the end of the turn.

Skill - Heal

  • You or an ally may:
    • Downgrade a Major Injury to its associated Minor Injury or
    • remove a Minor Injury entirely.
  • Aquarius's heal effect can not be used more than once per day, in or out of combat.

♍︎ Virgo

The maiden is irresistible.

Combat - Charm

  • Only players with Charming may use or learn Virgo.
  • Place The Magician on Virgo.
  • Choose an Adversary in your Zone:
    • They must discard their current Intent.
    • While a card remains on Virgo, if the Adversary draws a new Intent, and it is not a Sword, discard it.
    • When the Adversary draws a Sword, discard the card used to play Virgo.
    • If you or any ally damages the Adversary, discard the card used to play Virgo.
  • If you are Clever, you may target any Adversary, regardless of location.

Skill - Charm

  • Once per Day, Charm an intelligent human, creature or system that you encounter.
  • Some creatures may be immune to this effect.
  • This human, creature, or system will be:
    • less inclined to attack your party
    • more inclined to help your party
    • easier to convince
    • harder to anger
    • generally a real sweetie-pie.
  • This effect ends if the target feels seriously threatened, or after 30 minutes.

? Ophiuchus

The serpent-bearer is mysterious and unpredictable.

Combat - What

  • Only players with Lucky may use or learn Ophiuchus.
  • Place The Magician on Ophiuchus.
  • Something magical happens.
  • What is it?
  • You tell me.
  • Propose a small, useful magical effect to the GM.
  • (As a guideline, it should about half as powerful as the other spells.)
  • The GM will decide if it is reasonable.
  • If it is, it happens.
  • Discard the card played on Ophiuchus at the end of the turn.

Skill - Improv

  • Once per Day, something magical happens.
  • What is it?
  • You tell me.
  • Propose a small, useful magical effect to the GM.
  • The GM will decide if it is reasonable.
  • (As a guideline, it should about half as powerful as the other spells.)
  • If it is, it happens.