This is sort of fun. I like a lot of what you've set up, even if the Fool seems to give the main character absurd "Gain Followers" ability - it feels like most of your party members are literally just sitting around, doing their own thing, and you roll in, say "Up the rebels, we have magic cards!" and they'll join right in. It would be a brilliant twist if you hit the end of the game, your party bruised and battered, only for the main character to turn to the king and say "Welp, that's all the rebels in your kingdom, and all the Tarot Cards, just like you asked. Give me my title, and I'll be on my way."
There seems to be some issues with your level curve, post second town. The fact that I can manage everything before it with an average team level of 5, but an average level 7 team isn't able to hold out for long in the castle, implies this. I don't mind the gargoyles much, though they do feel a little wonky. I have a bigger problem with the Imps frankly, given that Antidotes can't be purchased, and they are the only real option for curing the condition that those little buggers spam constantly. The abominations feel about right, though the big guys in the basement feel more in line with level 8...which I suppose is okay, but given the level requirements vs. the given exp, it's a little off.
Also, the TP is sort of weird - in most fights, however much you start with, which seems random, is more or less what you'll be able to manage in the fight, mostly. Okay, if you use your skills a lot, it helps, but most pc's don't have a lot of mp, compared to the number of fights they get into, especially since the benefit goes away at the end of the fight. I'd sort of like it if you got a point each time you attacked, as well as each time you were attacked.
Ps - you need to mention that the MC has a house somewhere - that first fight is much worse if you spent the 15 gold to stay at the inn when you didn't have to..