Well, I guess now is a good time to expose a bit of a warning and maybe get a few suggestions that won't incidentally lump me into the god-modding crowd.
Jessie, James and Meowth each have three of the cards that will more or less reveal the source of Hierophant's white magic, and all three of them have different powers that may or may not break the balance of the Pokemon RP.
The Wheel of Fortune card has Time Magic, which only controls the energy flow of those within the visual range of whoever holds the card; meaning they can speed up, slow down, or freeze any number of targets in place for as long as they remain untouched. The card can also foresee everything that happens to the holder and those they're familiar with, allowing them to know what's going on and what they should be doing about it.
The Hanged Man card grants telekinesis, allowing whoever holds the card to control the gravity of any object or being they point to. However, as displayed on the post, the Hanged Man must always be in the proper upside down position, or their entire body gets flipped upside down, preventing them from moving until the card has been removed.
The Fool card grants Blue Mage abilities. Not only will it unwittingly redirect any attacks towards it, it imprints the technique into the holder's conscience, allowing them to almost flawlessly mimic any attack without interruption or practice.
While the spells and abilities can be lost if the card is taken away from the from the holder, using any one ability gained from the card more than 50 times for one target, or 100 times for multiple targets without interruption or using another ability will cause the holder to become permanently knowledgeable in the art of performing it, though in a much weaker state than when in possession of the card. That means if Jessie were to cast Stop more than 100 times on multiple targets, she will be able to continually use it without Wheel of Fortune, but only be able to affect one target at spell.
There are two other flaws aside from taking the cards away and weakening the spells they've learned. As long as the cards remain within their grasp, they can cast as may spells as their magical energy can afford them, but if the cards were separated more than a few feet, and they don't continually cast at least one spell per day, the energy starts to weaken to the point of nonexistence. The second is that holders become immune to any status ailments cast by their opposing cards (I.E. if a holder were to use Sleeping Powder after Fool gains it from a Pokemon, it won't affect those holding the Hierophant, Death, or Devil cards).
I doubt it's no big deal, but I want to be sure I'm not going too far before continuing with the Team Rocket trio's vengeful entrance into Stone Town.