Minor Arcana
Being the lesser of Fate's two decks, the cards of the minor arcana are much more varied in their effects than the major arcana. Their effects are much more flexible and open to interpretation, allowing Fate to get creative. The cards are still limited by their suits, however, which denote the general theme that their effects must follow.
Cups
The suit of water, representing emotions, situations involving the heart, and interpersonal connections
Pentacles
The suit of earth, handling money, home, career, and all material and tangible objects
Swords
The suit of air, dealing with action, conflict, change, and power
Wands
The suit of fire, sparking creativity, imagination, and all ventures within the mind and spirit
Major Arcana
The major arcana, being much more powerful, are significantly more limited in the scope of their effects. Whereas the cards of the minor arcana are only restricted by the themes of their suit, the major arcana are bound by the card identity itself, usually tied to a specific effect or a specific theme.
0 - The Fool
Summons a copy of the person it is used on for a period of time. While it cannot accurately imitate people's mannerisms and personality, this duplicate is an exact physical copy. It can be taught to imitate the original, but the extent is limited, given its short existence and stunted mental capacity.
I - The Magician
Activating this card summons an explosive aid. Whether this is literal or symbolic is dependent on the moment, as the decision is made when the card is activated.
II - The High Priestess
This card focuses on mystery and revealing secrets. It can remove the veil of what lays hidden, lift the fog from one's mind, give insight into missing objects, or show the way when the path is lost.
III - The Empress
Envelops the wielder in a warm, comforting aura that negates any psychic or intangible threats. To outside observers, it appears as though a stern, matronly figure walks at the wielder's side, protecting them.
IV - The Emperor
Creates a spectral figure that stands behind the wielder, usually hidden and intangible. When the wielder is faced with physical threats, however, the figure appears to defend them, blocking attacks but never retaliating.
V - The Hierophant
Summons a being that is omniscient about a specific topic or subject. The exact nature of this being is unclear, but any question asked will have an answer provided. At times it is known to be infuriatingly vague or cryptic, regardless of attempts to assert influence over it.
VI - The Lovers
When touched to the target, the card summons an illusory version of the target's current or ideal partner. The target believes this illusion is completely real, and the illusion acts as the target would expect, albeit with Fate's goal in mind.
VII - The Chariot
Arguably the simplest of the major arcana, this card allows Fate to create portals that let her pass from one location to another.
VIII - Strength
Harnessing the power of emotions, this card summons a great being that represents the wielder's imagined symbol of strength itself. It obeys the user unquestioningly until it is either dissipated or destroyed.
IX - The Hermit
Revels in the clarity that can come from isolation, and is used to distance oneself from others. Depending on the intent of the wielder, the card may do so literally or figuratively.
X - The Wheel of Fortune
The effect of this card is completely random, although whatever effect it may have is still within the power limits of the rest of the major arcana.
XI - Justice
Creates an area of effect around the wielder where none may tell an outright lie, lie by omission, or speak in any way that hides the truth. The wielder is immune to this effect.
XII - The Hanged Man
Offering a change in perspective, this card allows the wielder to enhance a single attribute of theirs for a limited time at the cost of another. For example, one could enhance their hearing at the cost of sight, their smell at the cost of taste, etc. Both the enhancement and sacrifice are temporary and revert when the card's effect ends.
XIII - Death
Simply put, this card brings about an end. It could be to a life, to an action, to a plan. Whatever it is comes to an end, although not always in the way that the wielder intends.
XIV - Temperance
Used to heal serious injuries and damages to the body and mind.
XV - The Devil
Thriving on chaos and sin, activating this card temporarily amplifies any and all negative emotions in an area, with a particular affinity for the seven deadly sins: pride, greed, wrath, envy, lust, gluttony, and sloth.
XVI - The Tower
Symbolizing destruction and upheaval, this card inflicts lightning-strike changes upon its wielder or their surroundings. What these may be is often only understood after the fact, when the thunder rumbles.
XVII - The Star
A symbol of faith, of beauty, of comfort in one's own skin, this card allows the wielder to take on the appearance of any whom they have met. Any powers the target has are not present in the assumed form, and those with heightened senses will be able to detect the deception.
XVIII - The Moon
Twisting, dangerous waters lurk beneath the gleaming light of the moon. This card summons a twisting hallucinatory labyrinth that is constantly shifting and changing, threatening to sweep those caught in its effect away.
XIX - The Sun
A shining symbol of hope, this card renews the energy and vigor of those caught within it, replenishing their energy and healing their wounds.
XX - Judgement
A moment of reflection, of sentencing, this card binds the wielder and one target. Until the card expires, anything the target does to the wielder also affects them, and vice versa.
XI - The World
The penultimate card, the wielder draws upon the power of the other metas. By selecting one and touching them with this card, the wielder is granted the target's powers for a very limited period of time. Once used against a target, they are forever immune to the effects of this card.