TEXT: Name
  Player
  FIGHTER
  Permission granted to reproduce this document as needed
  Origin
  Background
  OutstandingAbility
  DISARM
  The fighter uses their melee weapon, and through fancy and clever moves, manages to disarm their
  opponent. The type of card used determines the effectiveness of the maneuver.
  Card
  Effect
  Number
  Weapon falls to the ground in front of them.
  Face
  Weapon is thrown 1 zone away.
  Ace
  Weapon is thrown 1 zone away, and is broken.
  FURIOUS STRIKE
  This allows the fighter to use more than one spade card (except an ace) on a melee attack, and on a
  successful attack add up the total damage value of the cards played, and inflict that on their target.
  For example, if the fighter uses two number cards, the target would receive 2 points of damage, one
  per each number card. If the fighter used one number card and one face card, the target would
  receive 3 points of damage; one for the number card, and two for the face card. There is no limit on
  how many cards a fighter can use in a furious strike, as long as the player is left with at least a single
  card in their hand.
  PARRY
  When a parry maneuver is executed, the fighter will not attack on that combat turn, but will add
  the parry cards value to all their defense plays throughout the combat round. A parry maneuver
  must be declared at the be-ginning of the combat round, or at the latest on the fighter playerʼs turn,
  and never after that.
  PUSH
  This allows the fighter to push their opponent in any direction they desire, using their strength and
  skill with weapons. Not that this is only possible to perform with a melee weapon. The type of card
  used determines the degree of success of the push maneuver.
  Card
  Effect
  Number
  Target pushed 1 zone away.
  Face
  Target pushed 1 zone away, knocked prone.
  Ace
  Target pushed 1 zone away, knocked unconscious.
  ♣
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  CharacterSketch
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  MaxHP
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  Armor
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  AppearanceNotes
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  Shield
  DB
  
  Name
  Player
  MAGE - STAR OF DECEIT
  Permission granted to reproduce this document as needed
  Origin
  Background
  OutstandingAbility
  CONTROL
  This spell allows the mage to have almost absolute control over their target. For the duration of the spell, the target
  will obey any command as long as it's not something overtly contrary to their nature, for example, ordering the
  target to kill themselves. However, there is an exception to that, as explained below. The type of highest card played
  determines the duration of the hide spell. For number cards, 1 round. Face cards, 2 rounds, and aces, 4 rounds. A
  control spell can be nullified by casting a release spell on the target with a higher value than the control spell. If this
  spell is cast with the ace of clubs, the spellcaster has achieve total mind control and dominance, thus the victim will
  follow any command given, even if it goes against their nature.
  HIDE
  Casting the hide spell on an object or a creature makes it seem to disappear, or if the caster chooses to, will make it
  seem to be another object or creature for the duration of the spell. If the spell is cast on an entity, they have the
  option to try and resist the spell by playing a defense action. The type of highest card played determines the
  duration of the hide spell. For number cards, 1 round. Face cards, 2 rounds, and aces, 4 rounds. If cast onto an
  inanimate object, the Fate Dealer must draw a card from the fate deck. If the spellʼs total card value is less than the
  card drawn, the spell fails. A hide spell can be nullified by casting a reveal spell on the target with a higher value
  than the hide spell. Therefore, the cards used in the spell attack must be kept face up on the table until the spellʼs
  effect is finished or dispelled.
  RELEASE
  The release spell makes the target forget about their motivations, goals, worries, and anything else that is driving
  them at the moment. What is left are raw emotions and reactions to any situation that is developing at the moment.
  For example, a creature that is fighting will forget why they were fighting, and depending on the situation, might
  end up running away afraid or just standing in the same spot, with utter incomprehension. It is up to the Fate
  Dealer to determine the appropriate reaction to the spell depending on the situation. The type of highest card
  played determines the duration of the hide spell. For number cards, 1 round. Face cards, 2 rounds, and aces, 4
  rounds. A release spell can be nullified by casting a control spell on the target with a higher value than the release
  spell. Therefore, the cards used in the spell attack must be kept face up on the table until the spellʼs effect is finished
  or dispelled.
  REVEAL
  The reveal spell will find any creature or object that is hidden either by magical or physical means within the range
  of the spell. If the spell is cast on an entity that is aware that they are the tar-get of it, they can execute a defense play
  to avoid the spell's effect. If cast onto an inanimate object, the Fate Dealer must draw a card from the fate deck. If
  the spellʼs total card value is less than the card drawn, the spell fails. The spellʼs effect is immediate, and the highest
  card played determines the range of the spell. For number cards, 1 zone, face cards, 2 zones, and aces have a range
  of 4 zones.
  Shield
  DB
  ♣
  ♥
  ♠
  ♦
  CharacterSketch
  XT
  MaxHP
  Notes
  Range
  AB
  Weapons
  DB
  Armor
  Gear&Equipment
  Wealth
  AppearanceNotes
  Notes
  
  Name
  Player
  MAGE - CROSS OF WARFARE
  Permission granted to reproduce this document as needed
  Origin
  Background
  OutstandingAbility
  DESTRUCT
  Tears down defenses and lowers the target's protection. When cast, a glowing bolt of deep red energy leaps from the
  casterʼs hands towards their target. If it hits, the target of the spell is surrounded by a red, iridescent aura. When
  cast successfully, the spell cards total value is added to the next successful attack against the target. The spell will
  continue in effect until the target is hit by an attack. Therefore, the cards used in the spell attack must be kept face
  up on the table until the target is attacked by any other means.
  Once the attack is performed, the spell cards are placed in the discard deck, regardless if the attack was successful
  or not. In the case of a successful attack, the damage inflicted will still be determined by the attackerʼs highest value
  card and is not affected by the destruct spell cardsʼ value.
  To cancel a protect spell, they must cast a destruct spell of a value higher than the protect spell. If the destruct is cast
  with the ace of clubs, the target of the spell will automatically receive damage from all attacks made at them for one
  full combat round.
  HARM
  A black bolt of power, deep as the darkest night, is shot by the mage. This bolt flies at an amazing speed, looking for
  the target chosen by the spell-caster. It causes internal damage by tearing apart organic tissue and non-organic
  materials. The highest card value used in the spell determines how many points of damage it inflicts. Number cards
  inflict 1 HP, face cards inflict 2 HP, and aces take the victim immediately down to 0 HP.
  HEAL
  The heal spell cures and repairs damage on living creatures. It also removes conditions like poisoning and illness.
  Different to other spells, the recipient of the heal spell does not need to play an opposed card, as the curative effect
  of the spell is welcome. When cast, a peaceful white glow emanates from the mageʼs hands. In a wispy, vapor-like
  way, this glow moves to the intended target, which glows for a few instants as their wounds are healed by the spell.
  When using this spell, the highest card value used determines how many points of damage it heals. Number cards
  heal 1 HP, face cards heal 2 HP, and aces restores all HP.
  PROTECT
  A shimmering, crystal shard-like stream of magical particles flow from the spellcaster and surround the intended
  target. These particles remain floating around the target for the duration of the spell. This puts up a magical barrier
  that lowers the chance of receiving damage. When a protect spell is cast, the spellʼs cards are added to the defenderʼs
  card draw the next time they are the target of an attack. The cards used in the spell attack must be kept face up on
  the table until the spellʼs target is attacked by any other means, or if the spell is nullified. Once an attack is made
  against the target, the spell cards are placed in the discard deck, even if the attack was unsuccessful.
  This spell is opposite to the destruct spell. If a mage wants to cancel a destruct spell, they must cast protect with a
  value equal to or higher than the destruct spell. If this spell is cast with the ace, the recipient will be invulnerable to
  damage for one combat round.
  Shield
  DB
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  Name
  Player
  MAGE - STAR OF MOTION
  Permission granted to reproduce this document as needed
  Origin
  Background
  OutstandingAbility
  HOLD
  Temporarily causes an entity or an object to stop moving. If cast onto an entity, it will prevent them from moving in
  any way. If cast on an object, it will make it unmovable. If cast at a moving object or entity, it will cause them to stop
  moving instantaneously, magically freezing even mid-air. The duration of the spell is based on the highest card
  value played when cast.
  A hold spell can be nullified by casting a move spell on the target with a higher value than the hold spell. Therefore,
  the cards used in the hold spell attack must be kept face up on the table until the spellʼs effect is finished or dispelled.
  MOVE
  Casting the move spell allows the mage to instantly change the location of an object or entity. When cast, a faintly-
  glowing, churning cone of energy, similar to a tornado, moves at high speed to-wards a chosen target. If successful,
  the move is instantaneous, and the target of the spell can be moved in any direction as long as there is not an object
  already occupying the same spot. The type of the highest card played determines the maximum distance the target
  is moved. For number cards, 1 zone. Face card, 2 zones, and aces move the target a maximum of 4 zones.
  SLOW
  Makes the spellʼs target move at half speed for the duration of the spell. This means that a regular entity would take 2
  rounds to move 1 zone. Likewise, it will take 2 rounds of combat for the target of a slow spell to perform any action.
  This slowness affects physical attacks, and if a slowed down entity manages to successfully strike a target, they will
  only inflict damage as shown below:
  Top Card
  Damage
  Number
  No damage
  Face
  1 HP
  Ace
  Half maximum HP
  The highest card type played determines the duration of the slow spell. For number card, 1 round. Face card, 2
  rounds, and aces, 4 round. If the slowed-down target casts a spell, the effect of the spell is unaffected but it will take
  the slowed-down caster two rounds to complete the casting. A slow spell can be nullified by casting a speed spell on
  the target with a higher value than the slow spell.
  SPEED
  Casting this spell successfully on a target doubles their speed. This can be cast on objects or on living entities. The
  target of a speed spell is able to move at double speed (2 zones/round), and is able to perform any two actions per
  round through the spell's duration. The highest card type used in the spell determines its duration. A speed spell can
  be nullified by casting a slow spell on the target with a higher value than the speed spell. Therefore, the cards used in
  the spell attack must be kept face up on the table until the spellʼs effect is finished or dispelled.
  ♣
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  CharacterSketch
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  MaxHP
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  Range
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  AppearanceNotes
  Notes
  
  Name
  Player
  MAGE - SPUR OF ENERGY
  Permission granted to reproduce this document as needed
  Origin
  Background
  OutstandingAbility
  COLD
  With this spell, the mage is able to remove all heat from the target of the spell, making its temperature to drop
  dramatically and cause temporary freezing of liquids and fluids. The damage done by the spell is established by the
  highest card played when casting the spell: Number card, 1 HP. Face card, 2 HP, and aces, all HP. After the attack,
  the victim will be in a partially incapacitated state for a number of rounds equal to the damage taken.
  A cold spell can be nullified by casting a heat spell on the target with a higher value than the cold spell. Therefore, the
  cards used in the spell attack must be kept face up on the table until the spellʼs effect is finished or dispelled.
  DARKNESS
  With this spell, the caster dissipates the light around the spellʼs target (a bubble 1 zone in diameter), creating a deep,
  inky black darkness surrounding the target. The creature is automatically blinded, and no one will be able to see
  inside the darkness bubble for the duration of the spell. When the spell succeeds against an object, it will be
  shrouded in darkness, therefore, when cast against something like a vehicle, any occupants will be blinded too until
  they exit the vehicle. The duration of the spell is determined by the type of the highest card played. For number
  cards, 1 round, face cards, 2 rounds, and aces, 4 rounds.
  A darkness spell can be nullified by casting a light spell on the target with a higher value than the darkness spell.
  Therefore, the cards used in the spell attack must be kept face up on the table until the spellʼs effect is finished or
  dispelled.
  HEAT
  Any flammable objects hit will immediately catch fire. The damage done by the spell is established by the highest
  card played. Number card, 1 HP. Face card, 2 HP, and aces, all HP. If the target is wearing clothing that is flammable,
  they will be on fire, and will take 1 HP of damage per round until the fire is put out. After the attack, the victim will
  be in a partially incapacitated state for a number of rounds equal to the damage taken.
  A heat spell can be nullified by casting a cold spell on the target with a higher value than the heat spell. Therefore,
  the cards used in the spell attack must be kept face up on the table until the spellʼs ef-fect is finished or dispelled.
  LIGHT
  This spell allows the mage to produce light at various intensity levels, as desired. It can go from subtle light all the
  way to a blinding flash of light. The spell needs to be cast against a target, either an object or a living being. The area
  around the target will be lit in a bubble about 1 zone in diameter. In the case of the spell being cast against a
  creature, they will be blinded for the duration of the spell, as determined by the type of highest card played: for
  number cards, 1 round, face cards, 2 rounds, and aces, 4 rounds.
  A light spell can be nullified by casting a darkness spell on the target with a higher value than the light spell.
  Therefore, the cards used in the spell at-tack must be kept face up on the table until the spellʼs effect is finished or it
  is dispelled.
  Shield
  DB
  ♣
  ♥
  ♠
  ♦
  CharacterSketch
  XT
  MaxHP
  Notes
  Range
  AB
  Weapons
  DB
  Armor
  Gear&Equipment
  Wealth
  AppearanceNotes
  Notes
  
SOURCE: textdata/thevault/52 Fates/52fates_character_sheet_all.pdf