♈︎ 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.