Aspect Codex
Reality Warping
Reality Warping is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Reality Warping defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Tiny Impossibility
Create one harmless minor contradiction within range: a coin lands on its edge, a candle burns blue without heat, a cup holds too much water, chalk writes in the air, or a small object briefly casts the wrong shadow. The effect cannot directly damage, restrain, or duplicate another power.
Wrong Angle
When a creature you can see within range makes an attack roll, briefly bend the angle of reality around the strike. Add or subtract 1d4 from the roll before the outcome is known.
Object Error
Choose one unattended Tiny or Small nonmagical object within range. It behaves wrong for the duration: too heavy, too light, slippery, sticky, silent, loud, upside-down, or difficult to perceive. A creature interacting with it must succeed on an INT save or fumble the interaction, wasting the action used.
Edit Friction
Choose a 10-ft. square surface within range. For the duration, it becomes impossibly slick or sticky. Slick surfaces are difficult terrain and require a DEX save when a creature enters or starts there or it falls prone. Sticky surfaces halve movement and grant advantage on checks to climb or hold position.
Impossible Tap
Tap one creature or object within range with a small reality fault. Make a ranged power attack. On a hit, the target takes 7 (2d6) force damage, and one nonmagical object it is wearing, holding, or touching briefly behaves wrong, giving it disadvantage on the next object interaction it makes before your next turn.
Pocket Trick
One object in your hand weighing no more than 5 pounds slips into a tiny extradimensional fold. For the duration, you may use a bonus action to recall it to your free hand or return it to the fold. If the effect ends while stored, the object appears at your feet.
Rope Trick
Touch a rope. One end rises and opens an invisible 3-ft. by 5-ft. portal to an extradimensional space. Up to eight Medium or smaller creatures can enter by climbing the rope. Attacks, powers, and effects cannot pass into or out of the space, though creatures inside can see out.
Local Exception
When a creature within range takes damage from falling, collision, pressure, a mundane object, or terrain, declare a temporary exception. Reduce the damage by 2d8 + your INT modifier. If reduced to 0, the creature may land standing, pass through a harmless gap, or avoid being knocked prone.
Distance Error
Choose two points you can see within range that are no more than 30 ft. apart. Until the start of your next turn, movement, reach, and ranged attacks between those points treat the distance as either 5 ft. shorter or 5 ft. longer, your choice.
Rule of Elsewhere
Create a 10-ft. radius area where one minor physical rule is altered: sound is muted, shadows point wrong, loose objects drift slowly, rain falls upward, fire gives no light, or footprints appear before steps. Creatures entering for the first time on a turn must make an INT save or subtract 1d4 from their next d20 test before your next turn.
Blink Space
Step through a short contradiction in space and teleport up to 30 ft. to an unoccupied space you can see. Until the start of your next turn, your first attack or ability check has advantage if it relies on the new angle of approach.
Edit Momentum
When a creature or object within range moves, falls, is pushed, or is pulled, rewrite part of its momentum. Move it up to 20 ft. in a direction that does not pass through solid objects, or reduce one collision, fall, or forced-movement damage roll by 3d8 + your INT modifier.
Contradiction Bolt
Fire a bolt of mutually impossible states at one creature within range. The target must make an INT save, taking 4d8 force damage and losing reactions until the start of your next turn on a failed save, or half damage only on a success.
False Door
Touch a wall, floor, ceiling, mirror, painting, or closed object and create a temporary door, hatch, or opening through no more than 5 ft. of non-Artifact matter. The passage is real for chosen creatures and false for others, who see only the original surface unless they succeed on an INT save.
Impossible Room
Touch a doorway, tent, closet, cart, or small room. Its interior becomes up to twice as large as its exterior suggests, arranged however you choose within mundane limits. The space cannot create valuable matter or trap unwilling creatures; an unwilling creature may exit by spending 5 ft. of movement.
Reality Glitch
Choose one creature within range. The target must make an INT save. On a failed save, it flickers through wrong positions. Once per round, when it makes an attack roll, ability check, or saving throw, subtract 1d6 from the roll. The target repeats the save at the end of each turn.
Physics Rebuttal
When a creature, object, terrain effect, barrier, or environmental hazard within range would deal bludgeoning, piercing, slashing, force, falling, or collision damage, briefly deny the premise. Reduce the damage by 4d8 + your INT modifier.
Folded Attack
Fold space around one target within range. Make a ranged power attack. On a hit, the target takes 8d8 force damage, ignoring half cover, three-quarters cover, and non-Artifact walls no thicker than 1 foot if you know or can sense the target’s location.
Creation
Pull unreal matter into temporary reality, creating one nonliving object within range that fits in a 5-ft. cube and is made of a material you have seen. Duration depends on material: plant matter 24 hours, stone or crystal 12 hours, precious metal 1 hour, gems 10 minutes, adamantine or mithral 1 minute. It cannot serve as a power component.
Localized Rewrite
Create a 20-ft. radius area within range where one rule changes: gravity pulls sideways, ranged attacks curve, doors lead to adjacent doors, sound becomes visible, or solid surfaces ripple. Hostile creatures entering or starting there must make an INT save or take 5d8 force damage and suffer disadvantage on their next d20 test before your next turn.
Rewrite Harm
When a creature you can see within range takes damage, rewrite the event as lesser than it was. Reduce the damage by 5d8 + your INT modifier. If reduced to 0, you may also end one prone, grappled, restrained, pushed, pulled, or falling condition caused by the triggering event.
Contradict Condition
Choose one creature within range suffering a condition of Tier 5 or lower that has a physical or spatial component, such as prone, grappled, restrained, blinded, deafened, slowed, petrified-in-progress, or stuck between spaces. End that condition, or force an unwilling target to make a CHA save or suffer one such condition until the start of your next turn.
Reality Warping Dominion
You can sense warped space, extradimensional pockets, demiplanes, portals, illusions with physical inconsistencies, and reality-altering powers within 120 ft. Your Reality Warping powers ignore force resistance from creatures affected by teleportation, extradimensional, illusion, or reality-warping effects.
Paradox Field
Create a 30-ft. radius field of contradiction centered within range. Hostile creatures treat it as difficult terrain. When a hostile creature starts there, it must make an INT save, taking 6d10 force damage and losing reactions until the start of its next turn on a failed save, or half damage only on a success.
Undo Moment
When a creature within range takes damage, fails a save, is moved, or suffers a condition, undo part of that event. Reduce damage by 6d8 + your INT modifier, or allow the target to repeat the triggering save. If the new save succeeds, the triggering condition or forced movement does not occur.
Impossible Geometry
Warp a 60-ft. cube of space within range into impossible geometry. Choose creatures that can navigate it normally. Others treat it as difficult terrain, cannot take straight-line movement longer than 30 ft., and must make an INT save when they attempt to leave; on a failure, they exit from a different edge of your choice.
Magnificent Mansion
Conjure a shimmering door within range that leads to a furnished extradimensional mansion of up to fifty 10-ft. cubes. Only creatures you designate can enter. It contains clean air, comfortable furnishings, food for up to 100 people, and 100 translucent servants that obey harmless commands. When the effect ends, creatures and objects inside are expelled outside the entrance.
Dream of the Blue Veil
You and up to eight willing creatures within range fall unconscious and dream of another Material Plane world tied to an originating item or creature. If the effect reaches full duration, you are physically transported to that world, arriving safely within 1 mile of the connection. Damage to you ends the effect for everyone.
Edit the Scene
Choose a 30-ft. radius area within range and make one plausible but impossible scene edit: add or remove a doorway, alter cover, create stairs, seal a mundane opening, reverse a hazard’s direction, or relocate unattended objects within the area. Unwilling creatures affected by the change may make an INT save to ignore the edit until the start of your next turn.
Law of Me
For the duration, your personal reality becomes slightly sovereign. Choose one rule: you ignore difficult terrain, you cannot be knocked prone, you can breathe anything, you can stand on any surface, or your ranged power attacks ignore non-Artifact cover. You may change the chosen rule as a bonus action.
Reality Break
Shatter the barriers between realities around one creature within range. The target must make a WIS save or lose reactions for the duration. At the start of each of its turns, roll 1d4: psychic stun, force rend, teleport-prone, or cold blindness. The target takes 8d12 damage of the relevant type and repeats the WIS save at the end of each turn.
Demiplane
Create a shadowy Medium door on a flat solid surface within range. The door opens into an empty 30-ft. cube demiplane made of wood, stone, metal, glass, paper, or another simple material you choose. Each use can create a new demiplane, connect to one you created earlier, or connect to a known demiplane created by this power.
Maze
Banish one creature you can see within range into a labyrinthine demiplane. The target remains there until the effect ends or it escapes by using its action to make an INT (Investigation) check against your power save DC. On a success, it returns to its former space or the nearest unoccupied space.
Rewrite Injury
When a creature within range takes damage or suffers a condition, rewrite the wound into a lesser timeline. Reduce the damage by 8d8 + your INT modifier and end one Tier 8 or lower condition caused by that effect, such as blinded, deafened, frightened, grappled, restrained, paralyzed, petrified, stunned, or prone.
Sovereign Reality
You have advantage on saves against teleportation, banishment, transmutation, illusions, extradimensional traps, demiplanes, and reality-warping effects. Your Reality Warping powers ignore force resistance and treat force immunity as resistance unless the target is divine, Artifact-grade, or story-protected.
Wish
Duplicate any Tier 8 or lower power without meeting requirements, or attempt a major reality-warping effect such as creating value, undoing a recent event, restoring many creatures, granting temporary immunity, or altering a scene. Ambitious wishes may partially succeed, twist, or impose severe backlash determined by the GM.
World Edit
Edit a 120-ft. radius area within range. You may reshape non-Artifact terrain, connect doors, create impossible stairs, reverse gravity in selected zones, alter lighting and sound, create or remove mundane cover, and rearrange unattended objects. Hostile creatures affected by harmful edits must make an INT save or take 10d10 force damage and be moved up to 30 ft.
Paradox Prison
Choose one creature within range. The target must make a CHA save or be trapped in a contradiction where it both can and cannot act. While trapped, it is incapacitated, speed 0, cannot teleport or shift planes, and takes 10d10 force damage at the start of each of its turns. It repeats the save at the end of each turn.
Absolute Rewrite
For the duration, you operate by preferred local rules. You cannot be unwillingly teleported, banished, transformed, petrified, restrained by mundane matter, or trapped in extradimensional spaces. Once per turn, when you use a Reality Warping power, add your INT modifier to one damage, reduction, or save DC-related effect if applicable.
Greater Wish
Duplicate any Tier 9 or lower power, or attempt a major reality revision: restore a ruined place, reverse a death from the last minute, erase a curse, create a demiplane feature, alter a non-divine pact, or change the terms of a scene. The GM determines limits, costs, and backlash for open-ended revisions.
World Is Wrong
The emanation becomes an impossible reality under your control. Hostile creatures that start there must make an INT save, taking 14d10 force or psychic damage and suffering one rider until your next turn: speed 0, no reactions, blinded, frightened, displaced 30 ft., or unable to benefit from cover or invisibility. Chosen allies navigate normally.
Let It Be Otherwise
Declare one mythic change to reality involving a creature, place, object, law, boundary, memory, or event within range. The GM defines the nearest possible version of that change and the price reality demands. It can reshape a region, create a permanent impossible feature, undo a catastrophe, or establish a new rule. It can be opposed only by Tier 10 reality magic, divine intervention, or a story condition set when declared.