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* ''Stealing Stories For The Devil'': Every player has the ability to tell lies that come true, and can specialize in either lying to people to change their minds, lying to objects to change what they are, or lying to the past to change events. Lies will always come true, however the more outrageous the lie is the more psychic damage you'll take, which will inhibit your ability to do other things (and the more the GM can [[ExactWords screw with what you said]]). It's part of the game's "build the world as you play" design.

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* ''Stealing Stories For The Devil'': ''TabletopGame/StealingStoriesForTheDevil'': Every player has the ability to tell lies that come true, and can specialize in either lying to people to change their minds, lying to objects to change what they are, or lying to the past to change events. Lies will always come true, however the more outrageous the lie is the more psychic damage you'll take, which will inhibit your ability to do other things (and the more the GM can [[ExactWords screw with what you said]]). It's part of the game's "build the world as you play" design.
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* ''TabletopGame/StealingStoriesForTheDevil'': Every player has the ability to tell lies that come true, and can specialize in either lying to people to change their minds, lying to objects to change what they are, or lying to the past to change events. Lies will always come true, however the more outrageous the lie is the more psychic damage you'll take, which will inhibit your ability to do other things (and the more the GM can [[ExactWords screw with what you said]]). It's part of the game's "build the world as you play" design.

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* ''TabletopGame/StealingStoriesForTheDevil'': ''Stealing Stories For The Devil'': Every player has the ability to tell lies that come true, and can specialize in either lying to people to change their minds, lying to objects to change what they are, or lying to the past to change events. Lies will always come true, however the more outrageous the lie is the more psychic damage you'll take, which will inhibit your ability to do other things (and the more the GM can [[ExactWords screw with what you said]]). It's part of the game's "build the world as you play" design.
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None

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* ''TabletopGame/StealingStoriesForTheDevil'': Every player has the ability to tell lies that come true, and can specialize in either lying to people to change their minds, lying to objects to change what they are, or lying to the past to change events. Lies will always come true, however the more outrageous the lie is the more psychic damage you'll take, which will inhibit your ability to do other things (and the more the GM can [[ExactWords screw with what you said]]). It's part of the game's "build the world as you play" design.

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* ''TabletopGame/{{Pathfinder}}:'' First Edition, being effectively a continuation of ''TabletopGame/DungeonsAndDragons'' Third Edition, brought Wish and other spells like it over from D&D. Second Edition nerfed these spells as part of its efforts to combat LinearWarriorsQuadraticWizards. Wish was now limited mostly to doing anything a weaker spell could do, which wasn't as much as in First Edition, as a lot of the really powerful effects became RitualMagic. A Wish could do greater things, but only if the GameMaster allowed it. When the Remaster rolled around, Paizo recognized that this severely limited the stories that could be told using a wish, and made "duplicate the effects of a weaker spell" a different spell entirely. Wish is now the most powerful ritual. The Wish ritual can do absolutely anything, and alters reality to the degree that even the gods can't reverse the spell. The downside is that it [[BeCarefulWhatYouWishFor comes with nasty side effects]] unless you are very lucky.



* ''TabletopGame/{{Pathfinder}}:'' First Edition, being effectively a continuation of ''TabletopGame/DungeonsAndDragons'' Third Edition, brought Wish and other spells like it over from D&D. Second Edition nerfed these spells as part of its efforts to combat LinearWarriorsQuadraticWizards. Wish was now limited mostly to doing anything a weaker spell could do, which wasn't as much as in First Edition, as a lot of the really powerful effects became RitualMagic. A Wish could do greater things, but only if the GameMaster allowed it. When the Remaster rolled around, Paizo recognized that this severely limited the stories that could be told using a wish, and made "duplicate the effects of a weaker spell" a different spell entirely. Wish is now the most powerful ritual. The Wish ritual can do absolutely anything, and alters reality to the degree that even the gods can't reverse the spell. The downside is that it [[RealityWarpingIsNotAToy comes with nasty side effects]] unless you are very lucky.
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* ''TabletopGame/{{Pathfinder}}:'' First Edition, being effectively a continuation of ''TabletopGame/DungeonsAndDragons'' Third Edition, brought Wish and other spells like it over from D&D. Second Edition nerfed these spells as part of its efforts to combat LinearWarriorsQuadraticWizards. Wish was now limited mostly to doing anything a weaker spell could do, which wasn't as much as in First Edition, as a lot of the really powerful effects became RitualMagic. A Wish could do greater things, but only if the GameMaster allowed it. When the Remaster rolled around, Paizo recognized that this severely limited the stories that could be told using a wish, and made "duplicate the effects of a weaker spell" a different spell entirely. Wish was now the most powerful ritual. The Wish ritual can do absolutely anything, and alters reality to the degree that even the gods can't reverse the spell. The downside is that it [[RealityWarpingIsNotAToy comes with nasty side effects]] unless you are very lucky.

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* ''TabletopGame/{{Pathfinder}}:'' First Edition, being effectively a continuation of ''TabletopGame/DungeonsAndDragons'' Third Edition, brought Wish and other spells like it over from D&D. Second Edition nerfed these spells as part of its efforts to combat LinearWarriorsQuadraticWizards. Wish was now limited mostly to doing anything a weaker spell could do, which wasn't as much as in First Edition, as a lot of the really powerful effects became RitualMagic. A Wish could do greater things, but only if the GameMaster allowed it. When the Remaster rolled around, Paizo recognized that this severely limited the stories that could be told using a wish, and made "duplicate the effects of a weaker spell" a different spell entirely. Wish was is now the most powerful ritual. The Wish ritual can do absolutely anything, and alters reality to the degree that even the gods can't reverse the spell. The downside is that it [[RealityWarpingIsNotAToy comes with nasty side effects]] unless you are very lucky.
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None

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* ''TabletopGame/{{Pathfinder}}:'' First Edition, being effectively a continuation of ''TabletopGame/DungeonsAndDragons'' Third Edition, brought Wish and other spells like it over from D&D. Second Edition nerfed these spells as part of its efforts to combat LinearWarriorsQuadraticWizards. Wish was now limited mostly to doing anything a weaker spell could do, which wasn't as much as in First Edition, as a lot of the really powerful effects became RitualMagic. A Wish could do greater things, but only if the GameMaster allowed it. When the Remaster rolled around, Paizo recognized that this severely limited the stories that could be told using a wish, and made "duplicate the effects of a weaker spell" a different spell entirely. Wish was now the most powerful ritual. The Wish ritual can do absolutely anything, and alters reality to the degree that even the gods can't reverse the spell. The downside is that it [[RealityWarpingIsNotAToy comes with nasty side effects]] unless you are very lucky.
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** [[LinearWarriorsQuadraticWizards High level Wizards are especially prone to becoming like this.]]
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* Similarly, most miraculous [=PCs=] in spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine''. The Reality Syndrome Miraculous Arc is particularly notable for this: if taken in one of the "wishing" variants, such as the Engine itself, this is executed much like whatever you wanted was being ''written into the GM's notes''.

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* Similarly, Similarly to ''Nobilis'', most miraculous [=PCs=] in spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine''. The Reality Syndrome Miraculous Arc is particularly notable for this: if taken in one of the "wishing" variants, such as the Engine itself, this is executed much like whatever you wanted was being ''written into the GM's notes''.
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* Most of the divine-level magic in ''TabletopGame/AnimaBeyondFantasy'' has shades of this, particularly the creation path. The main paths and sub-paths of magic give the user complete control over whatever the [[ElementalMagic theme of the path is]], be that fire, light, illusion, or even ''blood''. Those spells are kept in check from being a GameBreaker by limiting them to extremely powerful supernatural beings, though a sufficiently dedicated character could theoretically [[AGodAmI gain those powers eventually]].

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* Most of the divine-level magic in ''TabletopGame/AnimaBeyondFantasy'' has shades of this, particularly the creation path. The main paths and sub-paths of magic give the user complete control over whatever the [[ElementalMagic [[ElementalPowers theme of the path is]], be that fire, light, illusion, or even ''blood''. Those spells are kept in check from being a GameBreaker by limiting them to extremely powerful supernatural beings, though a sufficiently dedicated character could theoretically [[AGodAmI gain those powers eventually]].

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* In ''TabletopGame/{{Aberrant}}'', high end Novas are this, with the thin veneer of 'lol physics still matters' being the only limiter. This includes planet-busting energy beams, creating planetary scale amounts of matter from nothing, linking every mind on the planet up to a hive-mind, time-traveling, and making brand-spanking-new universes. Then again, the power Planck Bubble allows [=PCs=] to generate a space in which whatever they can imagine will occur and can persist following the end of the Bubble effect.
* Most of the divine-level magic in ''TabletopGame/AnimaBeyondFantasy'' has shades of this, particularly the creation path. The main paths and sub-paths of magic give the user complete control over whatever the [[ElementalMagic theme of the path is]], be that fire, light, illusion, or even ''blood''. Those spells are kept in check from being a GameBreaker by limiting them to extremely powerful supernatural beings, though a sufficiently dedicated character could theoretically [[AGodAmI gain those powers eventually]].



* TabletopGame/OldWorldOfDarkness:
** ''TabletopGame/MageTheAscension'' gives its characters the ability to bend reality, but they're usually kept in check by [[WeirdnessCensor Paradox]]. The Marauders, however, are not; due to [[PowerBornOfMadness their condition]], they have the ability to flout Paradox, making it hit ''other'' mages instead of themselves. On the other hand, they get Quiet, which reflects just how much reality disagrees with them; if it hits a certain point, they're exiled from this world and free to run merry in realms of their own madness.
** ''TabletopGame/WerewolfTheApocalypse'' has a class of banes called [[EldritchAbomination Nexus Crawlers]] who can warp reality.
** The Haunters of ''TabletopGame/WraithTheOblivion'' have a limited capacity to warp reality thanks to their connection to primordial chaos, manifesting as the ability to create strange effects and warp space and time on the local level. This usually translates to "haunted house shit," but the higher levels of their distinct Arcanos allows them to manipulate time - and some particularly devoted Haunters want to use it to undo their own deaths.
* Most of the divine-level magic in ''TabletopGame/AnimaBeyondFantasy'' has shades of this, particularly the creation path. The main paths and sub-paths of magic give the user complete control over whatever the [[ElementalMagic theme of the path is]], be that fire, light, illusion, or even ''blood''. Those spells are kept in check from being a GameBreaker by limiting them to extremely powerful supernatural beings, though a sufficiently dedicated character could theoretically [[AGodAmI gain those powers eventually]].
* ''TabletopGame/DungeonsAndDragons'': Magic and psionics are typically much more {{functional|Magic}}, but spellcasters and psionicists can pull this off with a few abilities and spells, including Limited Wish, Wish, Miracle, and Genesis.
* This is why residents of Vechor in the TabletopGame/{{Ravenloft}} setting are glad their darklord-king, Easan the Mad, is usually too busy with his deranged experiments to notice them. If he does, he may decide they would be happier with, say, three extra arms or a river of grape-flavored wallpaper paste flowing through their backyard.
* The Nobles of ''TabletopGame/{{Nobilis}}''. The game is about playing as one of them. In addition, there are also the Imperators, who empower the Nobles, and the Excrucians, who stand opposed to reality's very existence.



* ''TabletopGame/{{Warhammer 40000}}'':
** High-level psykers, known as 'apex-levels', have the ability to change physical reality by thought alone. Unfortunately, human minds were not designed to handle so much exposure to the Warp and these individuals are inevitably driven insane the moment they awaken to their powers, with catastrophic results.
** All the [[NinjaPirateZombieRobot Necron]] [[EldritchAbomination C'tan]], ancient {{physical god}}s, can bend reality like a pretzel, but none of the C'tan are more famous for this than The [[GambitPileup Deceiver]].
** Ursarkar Creed, with his special rule to give the [[BehindAStick Outflank ability]] to anything (not including cavalry, but ''including'' skyscraper-sized Titans), is jokingly alleged to be Reality Warping by the community.
** The ultimate goal of all Chaos followers is to [[OneWingedAngel ascend]] and become an immortal Daemon Prince with absolute mastery of the Warp. They spend most of their time ruling [[DeathWorld Daemon Worlds]], planets where physics is a fun joke you tell your friends and the only law is the will of their masters.
** [[OurOrcsAreDifferent Orks]], if only to a very limited extent. Orks possess a gestalt psychic field, very much similar to the aforementioned human psykers. If there is a large number of Orks in close proximity ([[TheHorde and they usually are]]) and believe something should happen, it ''[[ClapYourHandsIfYouBelieve will]]'' happen. For example, the majority of regular Orks, Ork Mekboyz and the Kult of Speed believe that "da red onez go fasta!" and indeed if a vehicle is painted red, it will go faster. Orks have also been known to use weapons and technology that just shouldn't be able to function, like ships that work without fuel and "guns" that fire despite merely being gears, wires, and pipes in the shape of a gun.
* ''TabletopGame/{{GURPS}}'' also has a variety of reality warping spells, including (in ascending order of power): Lesser Wish, Wish, and Great Wish. They're all ridiculously expensive to cast, especially Great Wish (duh), thus you can only create one by hard work over a long period of time. (But if you find an item with a Wish enchantment already on it, you can ''activate'' the spell with ease.)
* ''TabletopGame/MagicTheGathering'':
** Planeswalkers, which includes you, the player. Being able to travel the Multiverse, summon creatures of massive power (including, as of the ''Theros'' set, literal ''gods''), use ancient artifacts, and even create their own universe aside from rewriting others. You, the player, are a Planeswalker having a little scuffle with others. The cards represent creatures, spells, and artifacts you are summoning into reality powered by {{Mana}}.
** In-universe, the event known as "The Mending" dampened the abilities of planeswalkers. Especially Teferi, who funneled magic from an incoming inter-planar attack to phase his entire homeland out of existence for centuries.
** Ixidor was not a planeswalker, but still possessed the unique ability to sculpt reality. Originally a MasterOfIllusion, he gained this ability when his illusions became ''real''. He used this to create a small kingdom in the desert and transformed his own arm into [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=42049 Akroma, the Angel of Wrath]].



* An alarming number of [=NPCs=] -- including several BigBad candidates -- in ''TabletopGame/OverTheEdge.''

to:

* An alarming number of [=NPCs=] -- ''TabletopGame/DungeonsAndDragons'': Magic and psionics are typically much more {{functional|Magic}}, but spellcasters and psionicists can pull this off with a few abilities and spells, including several BigBad candidates -- Limited Wish, Wish, Miracle, and Genesis.
* In ''TabletopGame/EclipsePhase'', characters with the psi-chi or psi-gamma traits have [[PsychicPowers minor psychic abilities]], conferred by infection with the (apparently) benign Watts-[=MacLeod=] strain of the [[TheVirus exsurgent virus]]. Exsurgents, transhumans who have been [[HumanoidAbomination completely taken over]] by the less benign strains of the virus, possess the much more powerful psi-epsilon sleights, such as [[MindOverMatter telekinesis]], [[PlayingWithFire thermo]][[AnIcePerson kinesis]], the ability to transmute matter, shut down electrical flow
in ''TabletopGame/OverTheEdge.''their near vicinity, control electromagnetic fields around them, and generally tell the laws of physics to shut up and sit down.



* In ''Grimm'', any character with Imagination as their iconic core trait becomes one in the Grimm Lands, able to manipulate the imagination-stuff made real of the Grimm Lands through sheer force of will and creativity. Dreamers, however, are better at it than anyone, having a higher starting Imagination and getting it as a free iconic core trait in addition to their normal one. They can even put their normal iconic core trait into Imagination as well, making them even more potent -- when spending Imagination to alter the Grimm lands, each single point spent counts as two.
* ''TabletopGame/{{GURPS}}'' also has a variety of reality warping spells, including (in ascending order of power): Lesser Wish, Wish, and Great Wish. They're all ridiculously expensive to cast, especially Great Wish (duh), thus you can only create one by hard work over a long period of time. (But if you find an item with a Wish enchantment already on it, you can ''activate'' the spell with ease.)
* ''TabletopGame/MagicTheGathering'':
** Planeswalkers, which includes you, the player. Being able to travel the Multiverse, summon creatures of massive power (including, as of the ''Theros'' set, literal ''gods''), use ancient artifacts, and even create their own universe aside from rewriting others. You, the player, are a Planeswalker having a little scuffle with others. The cards represent creatures, spells, and artifacts you are summoning into reality powered by {{Mana}}.
** In-universe, the event known as "The Mending" dampened the abilities of planeswalkers. Especially Teferi, who funneled magic from an incoming inter-planar attack to phase his entire homeland out of existence for centuries.
** Ixidor was not a planeswalker, but still possessed the unique ability to sculpt reality. Originally a MasterOfIllusion, he gained this ability when his illusions became ''real''. He used this to create a small kingdom in the desert and transformed his own arm into [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=42049 Akroma, the Angel of Wrath]].



* The Nobles of ''TabletopGame/{{Nobilis}}''. The game is about playing as one of them. In addition, there are also the Imperators, who empower the Nobles, and the Excrucians, who stand opposed to reality's very existence.
* TabletopGame/OldWorldOfDarkness:
** ''TabletopGame/MageTheAscension'' gives its characters the ability to bend reality, but they're usually kept in check by [[WeirdnessCensor Paradox]]. The Marauders, however, are not; due to [[PowerBornOfMadness their condition]], they have the ability to flout Paradox, making it hit ''other'' mages instead of themselves. On the other hand, they get Quiet, which reflects just how much reality disagrees with them; if it hits a certain point, they're exiled from this world and free to run merry in realms of their own madness.
** ''TabletopGame/WerewolfTheApocalypse'' has a class of banes called [[EldritchAbomination Nexus Crawlers]] who can warp reality.
** The Haunters of ''TabletopGame/WraithTheOblivion'' have a limited capacity to warp reality thanks to their connection to primordial chaos, manifesting as the ability to create strange effects and warp space and time on the local level. This usually translates to "haunted house shit," but the higher levels of their distinct Arcanos allows them to manipulate time -- and some particularly devoted Haunters want to use it to undo their own deaths.
* An alarming number of [=NPCs=] -- including several BigBad candidates -- in ''TabletopGame/OverTheEdge.''
* Certain [[AlienGeometries non-Euclidean]] aspects of thulhu from ''TabletopGame/{{Pokethulhu}}'', including an example from the sourcebook that has the ability to trap people and thulhu in a PocketDimension.
* This is why residents of Vechor in the TabletopGame/{{Ravenloft}} setting are glad their darklord-king, Easan the Mad, is usually too busy with his deranged experiments to notice them. If he does, he may decide they would be happier with, say, three extra arms or a river of grape-flavored wallpaper paste flowing through their backyard.
* In ''TabletopGame/TalesFromTheFloatingVagabond'', characters with the "Escher Effect" shtick can make a Luck roll to temporarily ignore the laws of physics. [[GameMaster The Referee]] is encouraged to [[PowerIncontinence have the power go off at inconvenient times]] if the players try to abuse it too much.



* Certain [[AlienGeometries non-Euclidean]] aspects of thulhu from ''TabletopGame/{{Pokethulhu}}'', including an example from the sourcebook that has the ability to trap people and thulhu in a PocketDimension.
* In ''Grimm'', any character with Imagination as their iconic core trait becomes one in the Grimm Lands, able to manipulate the imagination-stuff made real of the Grimm Lands through sheer force of will and creativity. Dreamers, however, are better at it than anyone, having a higher starting Imagination and getting it as a free iconic core trait in addition to their normal one. They can even put their normal iconic core trait into Imagination as well, making them even more potent -- when spending Imagination to alter the Grimm lands, each single point spent counts as two.
* In ''TabletopGame/TalesFromTheFloatingVagabond'', characters with the "Escher Effect" shtick can make a Luck roll to temporarily ignore the laws of physics. [[GameMaster The Referee]] is encouraged to [[PowerIncontinence have the power go off at inconvenient times]] if the players try to abuse it too much.
* In ''TabletopGame/EclipsePhase'', characters with the psi-chi or psi-gamma traits have [[PsychicPowers minor psychic abilities]], conferred by infection with the (apparently) benign Watts-[=MacLeod=] strain of the [[TheVirus exsurgent virus]]. Exsurgents, transhumans who have been [[HumanoidAbomination completely taken over]] by the less benign strains of the virus, possess the much more powerful psi-epsilon sleights, such as [[MindOverMatter telekinesis]], [[PlayingWithFire thermo]][[AnIcePerson kinesis]], the ability to transmute matter, shut down electrical flow in their near vicinity, control electromagnetic fields around them, and generally tell the laws of physics to shut up and sit down.
* In ''TabletopGame/{{Aberrant}}'', high end Novas are this, with the thin veneer of 'lol physics still matters' being the only limiter. This includes planet-busting energy beams, creating planetary scale amounts of matter from nothing, linking every mind on the planet up to a hive-mind, time-traveling, and making brand-spanking-new universes. Then again, the power Planck Bubble allows [=PCs=] to generate a space in which whatever they can imagine will occur and can persist following the end of the Bubble effect.

to:

* Certain [[AlienGeometries non-Euclidean]] aspects of thulhu from ''TabletopGame/{{Pokethulhu}}'', including an example from the sourcebook that has ''TabletopGame/{{Warhammer 40000}}'':
** High-level psykers, known as 'apex-levels', have
the ability to trap people change physical reality by thought alone. Unfortunately, human minds were not designed to handle so much exposure to the Warp and thulhu in a PocketDimension.
* In ''Grimm'', any character with Imagination as their iconic core trait becomes one in
these individuals are inevitably driven insane the Grimm Lands, able to manipulate the imagination-stuff made real of the Grimm Lands through sheer force of will and creativity. Dreamers, however, are better at it than anyone, having a higher starting Imagination and getting it as a free iconic core trait in addition moment they awaken to their normal one. They can even put their normal iconic core trait into Imagination as well, making them even more potent -- when spending Imagination to alter the Grimm lands, each single point spent counts as two.
* In ''TabletopGame/TalesFromTheFloatingVagabond'', characters
powers, with catastrophic results.
** All
the "Escher Effect" shtick [[NinjaPirateZombieRobot Necron]] [[EldritchAbomination C'tan]], ancient {{physical god}}s, can make bend reality like a Luck roll to temporarily ignore the laws of physics. [[GameMaster The Referee]] is encouraged to [[PowerIncontinence have the power go off at inconvenient times]] if the players try to abuse it too much.
* In ''TabletopGame/EclipsePhase'', characters with the psi-chi or psi-gamma traits have [[PsychicPowers minor psychic abilities]], conferred by infection with the (apparently) benign Watts-[=MacLeod=] strain
pretzel, but none of the [[TheVirus exsurgent virus]]. Exsurgents, transhumans who have been [[HumanoidAbomination completely taken over]] C'tan are more famous for this than The [[GambitPileup Deceiver]].
** Ursarkar Creed, with his special rule to give the [[BehindAStick Outflank ability]] to anything (not including cavalry, but ''including'' skyscraper-sized Titans), is jokingly alleged to be Reality Warping
by the less benign strains community.
** The ultimate goal of all Chaos followers is to [[OneWingedAngel ascend]] and become an immortal Daemon Prince with absolute mastery
of the virus, possess the much more powerful psi-epsilon sleights, such as [[MindOverMatter telekinesis]], [[PlayingWithFire thermo]][[AnIcePerson kinesis]], the ability to transmute matter, shut down electrical flow in Warp. They spend most of their near vicinity, control electromagnetic fields around them, and generally tell the laws of time ruling [[DeathWorld Daemon Worlds]], planets where physics to shut up is a fun joke you tell your friends and sit down.
* In ''TabletopGame/{{Aberrant}}'', high end Novas are this, with the thin veneer of 'lol physics still matters' being
the only limiter. This includes planet-busting energy beams, creating planetary scale amounts of matter from nothing, linking every mind on law is the planet up will of their masters.
** [[OurOrcsAreDifferent Orks]], if only
to a hive-mind, time-traveling, very limited extent. Orks possess a gestalt psychic field, very much similar to the aforementioned human psykers. If there is a large number of Orks in close proximity ([[TheHorde and making brand-spanking-new universes. Then again, the power Planck Bubble allows [=PCs=] to generate a space in which whatever they can imagine usually are]]) and believe something should happen, it ''[[ClapYourHandsIfYouBelieve will]]'' happen. For example, the majority of regular Orks, Ork Mekboyz and the Kult of Speed believe that "da red onez go fasta!" and indeed if a vehicle is painted red, it will occur go faster. Orks have also been known to use weapons and can persist following technology that just shouldn't be able to function, like ships that work without fuel and "guns" that fire despite merely being gears, wires, and pipes in the end shape of the Bubble effect.a gun.

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Is there an issue? Send a MessageReason:
The text seems to have been inadvertently duplicated. Deleted the extra.


* In ''TabletopGame/{{Aberrant}}'', high end Novas are this, with the thin veneer of 'lol physics still matters' being the only limiter. This includes planet-busting energy beams, creating planetary scale amounts of matter from nothing, linking every mind on the planet up to a hive-mind, time-traveling, and making brand-spanking-new universes. Then again, the power Planck Bubble allows [=PCs=] to generate a space in which whatever they can imagine will occur and can persist following the end of the Bubble effect.* TabletopGame/ChroniclesOfDarkness:
** ''TabletopGame/MageTheAwakening'': This is the central ability of Mages. The most powerful mages can reach the full extent of the trope, even changing reality retroactively.
** Some TabletopGame/{{Changeling|TheLost}}s can also do this, albeit to a much more limited extent, by manipulating Glamour.
** ''TabletopGame/DemonTheDescent'': The God-Machine subverts this. It's stated that it is ''not'' omnipotent, and actual reality warping is outside its capability. What it ''can'' do however, is to make use of multitude of loopholes, exceptions and hidden laws of reality, both physical and magical, to bring forth effects that even the ''real'' [[TabletopGame/MageTheAwakening Reality Warpers]] would find impossible to recreate.
** In the fan-made line ''TabletopGame/GeniusTheTransgression'' you have the Unmada, [[MadScientist geniuses]] who believe their own [[MagicPoweredPseudoscience theories]] are really how the world works and that everybody else is crazy or deluded. When they stay in one place for too long, their {{Man|a}}ia starts warping the world around them to reflect their beliefs.
* TabletopGame/OldWorldOfDarkness:
** ''TabletopGame/MageTheAscension'' gives its characters the ability to bend reality, but they're usually kept in check by [[WeirdnessCensor Paradox]]. The Marauders, however, are not; due to [[PowerBornOfMadness their condition]], they have the ability to flout Paradox, making it hit ''other'' mages instead of themselves. On the other hand, they get Quiet, which reflects just how much reality disagrees with them; if it hits a certain point, they're exiled from this world and free to run merry in realms of their own madness.
** ''TabletopGame/WerewolfTheApocalypse'' has a class of banes called [[EldritchAbomination Nexus Crawlers]] who can warp reality.
** The Haunters of ''TabletopGame/WraithTheOblivion'' have a limited capacity to warp reality thanks to their connection to primordial chaos, manifesting as the ability to create strange effects and warp space and time on the local level. This usually translates to "haunted house shit," but the higher levels of their distinct Arcanos allows them to manipulate time - and some particularly devoted Haunters want to use it to undo their own deaths.
* Most of the divine-level magic in ''TabletopGame/AnimaBeyondFantasy'' has shades of this, particularly the creation path. The main paths and sub-paths of magic give the user complete control over whatever the [[ElementalMagic theme of the path is]], be that fire, light, illusion, or even ''blood''. Those spells are kept in check from being a GameBreaker by limiting them to extremely powerful supernatural beings, though a sufficiently dedicated character could theoretically [[AGodAmI gain those powers eventually]].
* ''TabletopGame/DungeonsAndDragons'': Magic and psionics are typically much more {{functional|Magic}}, but spellcasters and psionicists can pull this off with a few abilities and spells, including Limited Wish, Wish, Miracle, and Genesis.
* This is why residents of Vechor in the TabletopGame/{{Ravenloft}} setting are glad their darklord-king, Easan the Mad, is usually too busy with his deranged experiments to notice them. If he does, he may decide they would be happier with, say, three extra arms or a river of grape-flavored wallpaper paste flowing through their backyard.
* The Nobles of ''TabletopGame/{{Nobilis}}''. The game is about playing as one of them. In addition, there are also the Imperators, who empower the Nobles, and the Excrucians, who stand opposed to reality's very existence.
* Similarly, most miraculous [=PCs=] in spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine''. The Reality Syndrome Miraculous Arc is particularly notable for this: if taken in one of the "wishing" variants, such as the Engine itself, this is executed much like whatever you wanted was being ''written into the GM's notes''.
* ''TabletopGame/{{Warhammer 40000}}'':
** High-level psykers, known as 'apex-levels', have the ability to change physical reality by thought alone. Unfortunately, human minds were not designed to handle so much exposure to the Warp and these individuals are inevitably driven insane the moment they awaken to their powers, with catastrophic results.
** All the [[NinjaPirateZombieRobot Necron]] [[EldritchAbomination C'tan]], ancient {{physical god}}s, can bend reality like a pretzel, but none of the C'tan are more famous for this than The [[GambitPileup Deceiver]].
** Ursarkar Creed, with his special rule to give the [[BehindAStick Outflank ability]] to anything (not including cavalry, but ''including'' skyscraper-sized Titans), is jokingly alleged to be Reality Warping by the community.
** The ultimate goal of all Chaos followers is to [[OneWingedAngel ascend]] and become an immortal Daemon Prince with absolute mastery of the Warp. They spend most of their time ruling [[DeathWorld Daemon Worlds]], planets where physics is a fun joke you tell your friends and the only law is the will of their masters.
** [[OurOrcsAreDifferent Orks]], if only to a very limited extent. Orks possess a gestalt psychic field, very much similar to the aforementioned human psykers. If there is a large number of Orks in close proximity ([[TheHorde and they usually are]]) and believe something should happen, it ''[[ClapYourHandsIfYouBelieve will]]'' happen. For example, the majority of regular Orks, Ork Mekboyz and the Kult of Speed believe that "da red onez go fasta!" and indeed if a vehicle is painted red, it will go faster. Orks have also been known to use weapons and technology that just shouldn't be able to function, like ships that work without fuel and "guns" that fire despite merely being gears, wires, and pipes in the shape of a gun.
* ''TabletopGame/{{GURPS}}'' also has a variety of reality warping spells, including (in ascending order of power): Lesser Wish, Wish, and Great Wish. They're all ridiculously expensive to cast, especially Great Wish (duh), thus you can only create one by hard work over a long period of time. (But if you find an item with a Wish enchantment already on it, you can ''activate'' the spell with ease.)
* ''TabletopGame/MagicTheGathering'':
** Planeswalkers, which includes you, the player. Being able to travel the Multiverse, summon creatures of massive power (including, as of the ''Theros'' set, literal ''gods''), use ancient artifacts, and even create their own universe aside from rewriting others. You, the player, are a Planeswalker having a little scuffle with others. The cards represent creatures, spells, and artifacts you are summoning into reality powered by {{Mana}}.
** In-universe, the event known as "The Mending" dampened the abilities of planeswalkers. Especially Teferi, who funneled magic from an incoming inter-planar attack to phase his entire homeland out of existence for centuries.
** Ixidor was not a planeswalker, but still possessed the unique ability to sculpt reality. Originally a MasterOfIllusion, he gained this ability when his illusions became ''real''. He used this to create a small kingdom in the desert and transformed his own arm into [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=42049 Akroma, the Angel of Wrath]].
* The "Language" Madness Talent from ''Don't Lose Your Mind'', a supplement for ''TabletopGame/DontRestYourHead'', lets one of the Awake alter reality by speaking the secret language God used to create the universe. If they become a Nightmare, they're at risk of becoming the Omnipotent Third Person, a mindless, disembodied narrator who corrupts and twists reality by describing it.
** Several other Madness Talents provided in that book are narrower Reality Warper abilities -- "Teddy" in particular lets you harm or destroy things by harming a teddy bear you possess -- and since the player is free to come up with their own Madness Talents, they can make their own that are also Reality Warper abilities.
** The game actively encourages this; in ''Don't Lose Your Mind'' it's stated that ''any'' good madness power deployed at full power is going to be functional omnipotence, omniscience, or both. And that this is entirely intentional and completely expected; swinging six madness dice is you telling reality to ''sit down and shut up'', and your madness power determines the fine details of how you go about it.
*** This is partly due to the fact that Madness Talents work on dream logic -- someone with Super Strength is strong enough to lift a car, smash steel, or bend metal bars if they put enough dice into it, sure... but they're also likely strong enough to lift someone's spirits, smash corruption, and bend the truth. And, yes, the mental image you might have gotten of a guy with veins and muscles bulging and straining, teeth clenched as someone near him pulls out of depression is probably '''exactly''' what one of the more abstract, dream-logicy applications of a SuperStrength Madness Talent would look like.
* An alarming number of [=NPCs=] -- including several BigBad candidates -- in ''TabletopGame/OverTheEdge.''
* Numerous beings in ''TabletopGame/{{Exalted}}'' are capable of some degree of this (especially Raksha and Primordials). However, the Solar Exalted are by far the most capable. Not only are their Lore Charms able to impose order and structure on the Wyld to create beings, objects or places, but at higher levels they can access a Charm that allows them to fundamentally alter the universal principles that apply to the things that they create. Through an extremely difficult mechanism called a "Miracle Shell", they are capable of applying such alterations to Creation itself, allowing them to redefine or add anything to it.
** The most basic reality warping Solar Lore Charm, or its Abyssal/Infernal analogue for those Exalt types, is something a newly Exalted character can know. With that Charm and the right two artifacts (one can't be used by a non-Solar, the other can't be made or maintained by non-Solar) it's possible for even a very inexperienced Solar to warp reality ''anywhere''.
*** With the right Charms and under the right circumstances Abyssals can use parts of the Solar Charmset, although [[BlessedWithSuck the consequences of doing so are extremely unpleasant for the Abyssal.]], and a Solar can use parts of the Abyssal Charmset without repercussions. An Abyssal ''might'' be able to use those Solar Charms and artifacts, but definitely won't enjoy it. An Inferal most definitely can't because they can't use any part of Solar or Abyssal Charmsets, or Sidereal Martial Arts (which both Solars and Abyssals can learn).
* In ''TabletopGame/MutantsAndMasterminds'', the power of choice for Reality Warpers would be Animate Object - which can be used to bend the ''air'' to your will. Combined with Create Object and Transform, you can very nearly manipulate every aspect of your environment with a thought.
* In ''TabletopGame/{{Toon}}: The Cartoon RPG'', characters can take the power of Cosmic Shift, which allows them to warp reality on a minor scale to achieve any of three purposes (or because the [[GameMaster Animator]] [[RuleOfFunny thinks it would be funny]]):
## To deal damage to an opponent.
## To prevent damage being dealt to their character.
## To advance their character's Beliefs and Goals.
** There is also a smaller form, in that failing a Smarts check allows you to do something blatantly impossible because [[AchievementsInIgnorance your character is too dumb to realize they can't do that]].
* Certain [[AlienGeometries non-Euclidean]] aspects of thulhu from ''TabletopGame/{{Pokethulhu}}'', including an example from the sourcebook that has the ability to trap people and thulhu in a PocketDimension.
* In ''Grimm'', any character with Imagination as their iconic core trait becomes one in the Grimm Lands, able to manipulate the imagination-stuff made real of the Grimm Lands through sheer force of will and creativity. Dreamers, however, are better at it than anyone, having a higher starting Imagination and getting it as a free iconic core trait in addition to their normal one. They can even put their normal iconic core trait into Imagination as well, making them even more potent -- when spending Imagination to alter the Grimm lands, each single point spent counts as two.
* In ''TabletopGame/TalesFromTheFloatingVagabond'', characters with the "Escher Effect" shtick can make a Luck roll to temporarily ignore the laws of physics. [[GameMaster The Referee]] is encouraged to [[PowerIncontinence have the power go off at inconvenient times]] if the players try to abuse it too much.
* In ''TabletopGame/EclipsePhase'', characters with the psi-chi or psi-gamma traits have [[PsychicPowers minor psychic abilities]], conferred by infection with the (apparently) benign Watts-[=MacLeod=] strain of the [[TheVirus exsurgent virus]]. Exsurgents, transhumans who have been [[HumanoidAbomination completely taken over]] by the less benign strains of the virus, possess the much more powerful psi-epsilon sleights, such as [[MindOverMatter telekinesis]], [[PlayingWithFire thermo]][[AnIcePerson kinesis]], the ability to transmute matter, shut down electrical flow in their near vicinity, control electromagnetic fields around them, and generally tell the laws of physics to shut up and sit down.

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* TabletopGame/TheWorldOfDarkness:

to:

* TabletopGame/TheWorldOfDarkness:TabletopGame/ChroniclesOfDarkness:



** ''TabletopGame/DemonTheDescent'' The God-Machine subverts this. It's stated that it is ''not'' omnipotent, and actual reality warping is outside its capability. What it ''can'' do however, is to make use of multitude of loopholes, exceptions and hidden laws of reality, both physical and magical, to bring forth effects that even the ''real'' [[TabletopGame/MageTheAwakening Reality Warpers]] would find impossible to recreate.

to:

** ''TabletopGame/DemonTheDescent'' ''TabletopGame/DemonTheDescent'': The God-Machine subverts this. It's stated that it is ''not'' omnipotent, and actual reality warping is outside its capability. What it ''can'' do however, is to make use of multitude of loopholes, exceptions and hidden laws of reality, both physical and magical, to bring forth effects that even the ''real'' [[TabletopGame/MageTheAwakening Reality Warpers]] would find impossible to recreate.



* ''TabletopGame/MageTheAscension'' gives its characters the ability to bend reality, but they're usually kept in check by [[WeirdnessCensor Paradox]]. The Marauders, however, are not; due to [[PowerBornOfMadness their condition]], they have the ability to flout Paradox, making it hit ''other'' mages instead of themselves. On the other hand, they get Quiet, which reflects just how much reality disagrees with them; if it hits a certain point, they're exiled from this world and free to run merry in realms of their own madness.
* ''TabletopGame/WerewolfTheApocalypse'' has a class of banes called [[EldritchAbomination Nexus Crawlers]] who can warp reality.
* Most of the divine-level magic in ''TabletopGame/AnimaBeyondFantasy'' have shades of this, particularly the creation path. The main paths and sub-paths of magic give the user complete control over whatever the [[ElementalMagic theme of the path is]], be that fire, light, illusion, or even ''blood''. Those spells are kept in check from being a GameBreaker by limiting them to extremely powerful supernatural beings, though a sufficiently dedicated character could theoretically [[AGodAmI gain those powers eventually]].
* The Haunters of ''TabletopGame/WraithTheOblivion'' have a limited capacity to warp reality thanks to their connection to primordial chaos, manifesting as the ability to create strange effects and warp space and time on the local level. This usually translates to "haunted house shit," but the higher levels of their distinct Arcanos allows them to manipulate time - and some particularly devoted Haunters want to use it to undo their own deaths.
* ''TabletopGame/DungeonsAndDragons'': Magic and psionics are typically much more {{functional|Magic}}, spellcasters and psionics can pull this off with a few abilities and spells, including Limited Wish, Wish, Miracle, and Genesis.

to:

* TabletopGame/OldWorldOfDarkness:
**
''TabletopGame/MageTheAscension'' gives its characters the ability to bend reality, but they're usually kept in check by [[WeirdnessCensor Paradox]]. The Marauders, however, are not; due to [[PowerBornOfMadness their condition]], they have the ability to flout Paradox, making it hit ''other'' mages instead of themselves. On the other hand, they get Quiet, which reflects just how much reality disagrees with them; if it hits a certain point, they're exiled from this world and free to run merry in realms of their own madness.
* ** ''TabletopGame/WerewolfTheApocalypse'' has a class of banes called [[EldritchAbomination Nexus Crawlers]] who can warp reality.
** The Haunters of ''TabletopGame/WraithTheOblivion'' have a limited capacity to warp reality thanks to their connection to primordial chaos, manifesting as the ability to create strange effects and warp space and time on the local level. This usually translates to "haunted house shit," but the higher levels of their distinct Arcanos allows them to manipulate time - and some particularly devoted Haunters want to use it to undo their own deaths.
* Most of the divine-level magic in ''TabletopGame/AnimaBeyondFantasy'' have has shades of this, particularly the creation path. The main paths and sub-paths of magic give the user complete control over whatever the [[ElementalMagic theme of the path is]], be that fire, light, illusion, or even ''blood''. Those spells are kept in check from being a GameBreaker by limiting them to extremely powerful supernatural beings, though a sufficiently dedicated character could theoretically [[AGodAmI gain those powers eventually]].
* The Haunters of ''TabletopGame/WraithTheOblivion'' have a limited capacity to warp reality thanks to their connection to primordial chaos, manifesting as the ability to create strange effects and warp space and time on the local level. This usually translates to "haunted house shit," but the higher levels of their distinct Arcanos allows them to manipulate time - and some particularly devoted Haunters want to use it to undo their own deaths.
* ''TabletopGame/DungeonsAndDragons'': Magic and psionics are typically much more {{functional|Magic}}, but spellcasters and psionics psionicists can pull this off with a few abilities and spells, including Limited Wish, Wish, Miracle, and Genesis.


Added DiffLines:

* In ''TabletopGame/{{Aberrant}}'', high end Novas are this, with the thin veneer of 'lol physics still matters' being the only limiter. This includes planet-busting energy beams, creating planetary scale amounts of matter from nothing, linking every mind on the planet up to a hive-mind, time-traveling, and making brand-spanking-new universes. Then again, the power Planck Bubble allows [=PCs=] to generate a space in which whatever they can imagine will occur and can persist following the end of the Bubble effect.* TabletopGame/ChroniclesOfDarkness:
** ''TabletopGame/MageTheAwakening'': This is the central ability of Mages. The most powerful mages can reach the full extent of the trope, even changing reality retroactively.
** Some TabletopGame/{{Changeling|TheLost}}s can also do this, albeit to a much more limited extent, by manipulating Glamour.
** ''TabletopGame/DemonTheDescent'': The God-Machine subverts this. It's stated that it is ''not'' omnipotent, and actual reality warping is outside its capability. What it ''can'' do however, is to make use of multitude of loopholes, exceptions and hidden laws of reality, both physical and magical, to bring forth effects that even the ''real'' [[TabletopGame/MageTheAwakening Reality Warpers]] would find impossible to recreate.
** In the fan-made line ''TabletopGame/GeniusTheTransgression'' you have the Unmada, [[MadScientist geniuses]] who believe their own [[MagicPoweredPseudoscience theories]] are really how the world works and that everybody else is crazy or deluded. When they stay in one place for too long, their {{Man|a}}ia starts warping the world around them to reflect their beliefs.
* TabletopGame/OldWorldOfDarkness:
** ''TabletopGame/MageTheAscension'' gives its characters the ability to bend reality, but they're usually kept in check by [[WeirdnessCensor Paradox]]. The Marauders, however, are not; due to [[PowerBornOfMadness their condition]], they have the ability to flout Paradox, making it hit ''other'' mages instead of themselves. On the other hand, they get Quiet, which reflects just how much reality disagrees with them; if it hits a certain point, they're exiled from this world and free to run merry in realms of their own madness.
** ''TabletopGame/WerewolfTheApocalypse'' has a class of banes called [[EldritchAbomination Nexus Crawlers]] who can warp reality.
** The Haunters of ''TabletopGame/WraithTheOblivion'' have a limited capacity to warp reality thanks to their connection to primordial chaos, manifesting as the ability to create strange effects and warp space and time on the local level. This usually translates to "haunted house shit," but the higher levels of their distinct Arcanos allows them to manipulate time - and some particularly devoted Haunters want to use it to undo their own deaths.
* Most of the divine-level magic in ''TabletopGame/AnimaBeyondFantasy'' has shades of this, particularly the creation path. The main paths and sub-paths of magic give the user complete control over whatever the [[ElementalMagic theme of the path is]], be that fire, light, illusion, or even ''blood''. Those spells are kept in check from being a GameBreaker by limiting them to extremely powerful supernatural beings, though a sufficiently dedicated character could theoretically [[AGodAmI gain those powers eventually]].
* ''TabletopGame/DungeonsAndDragons'': Magic and psionics are typically much more {{functional|Magic}}, but spellcasters and psionicists can pull this off with a few abilities and spells, including Limited Wish, Wish, Miracle, and Genesis.
* This is why residents of Vechor in the TabletopGame/{{Ravenloft}} setting are glad their darklord-king, Easan the Mad, is usually too busy with his deranged experiments to notice them. If he does, he may decide they would be happier with, say, three extra arms or a river of grape-flavored wallpaper paste flowing through their backyard.
* The Nobles of ''TabletopGame/{{Nobilis}}''. The game is about playing as one of them. In addition, there are also the Imperators, who empower the Nobles, and the Excrucians, who stand opposed to reality's very existence.
* Similarly, most miraculous [=PCs=] in spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine''. The Reality Syndrome Miraculous Arc is particularly notable for this: if taken in one of the "wishing" variants, such as the Engine itself, this is executed much like whatever you wanted was being ''written into the GM's notes''.
* ''TabletopGame/{{Warhammer 40000}}'':
** High-level psykers, known as 'apex-levels', have the ability to change physical reality by thought alone. Unfortunately, human minds were not designed to handle so much exposure to the Warp and these individuals are inevitably driven insane the moment they awaken to their powers, with catastrophic results.
** All the [[NinjaPirateZombieRobot Necron]] [[EldritchAbomination C'tan]], ancient {{physical god}}s, can bend reality like a pretzel, but none of the C'tan are more famous for this than The [[GambitPileup Deceiver]].
** Ursarkar Creed, with his special rule to give the [[BehindAStick Outflank ability]] to anything (not including cavalry, but ''including'' skyscraper-sized Titans), is jokingly alleged to be Reality Warping by the community.
** The ultimate goal of all Chaos followers is to [[OneWingedAngel ascend]] and become an immortal Daemon Prince with absolute mastery of the Warp. They spend most of their time ruling [[DeathWorld Daemon Worlds]], planets where physics is a fun joke you tell your friends and the only law is the will of their masters.
** [[OurOrcsAreDifferent Orks]], if only to a very limited extent. Orks possess a gestalt psychic field, very much similar to the aforementioned human psykers. If there is a large number of Orks in close proximity ([[TheHorde and they usually are]]) and believe something should happen, it ''[[ClapYourHandsIfYouBelieve will]]'' happen. For example, the majority of regular Orks, Ork Mekboyz and the Kult of Speed believe that "da red onez go fasta!" and indeed if a vehicle is painted red, it will go faster. Orks have also been known to use weapons and technology that just shouldn't be able to function, like ships that work without fuel and "guns" that fire despite merely being gears, wires, and pipes in the shape of a gun.
* ''TabletopGame/{{GURPS}}'' also has a variety of reality warping spells, including (in ascending order of power): Lesser Wish, Wish, and Great Wish. They're all ridiculously expensive to cast, especially Great Wish (duh), thus you can only create one by hard work over a long period of time. (But if you find an item with a Wish enchantment already on it, you can ''activate'' the spell with ease.)
* ''TabletopGame/MagicTheGathering'':
** Planeswalkers, which includes you, the player. Being able to travel the Multiverse, summon creatures of massive power (including, as of the ''Theros'' set, literal ''gods''), use ancient artifacts, and even create their own universe aside from rewriting others. You, the player, are a Planeswalker having a little scuffle with others. The cards represent creatures, spells, and artifacts you are summoning into reality powered by {{Mana}}.
** In-universe, the event known as "The Mending" dampened the abilities of planeswalkers. Especially Teferi, who funneled magic from an incoming inter-planar attack to phase his entire homeland out of existence for centuries.
** Ixidor was not a planeswalker, but still possessed the unique ability to sculpt reality. Originally a MasterOfIllusion, he gained this ability when his illusions became ''real''. He used this to create a small kingdom in the desert and transformed his own arm into [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=42049 Akroma, the Angel of Wrath]].
* The "Language" Madness Talent from ''Don't Lose Your Mind'', a supplement for ''TabletopGame/DontRestYourHead'', lets one of the Awake alter reality by speaking the secret language God used to create the universe. If they become a Nightmare, they're at risk of becoming the Omnipotent Third Person, a mindless, disembodied narrator who corrupts and twists reality by describing it.
** Several other Madness Talents provided in that book are narrower Reality Warper abilities -- "Teddy" in particular lets you harm or destroy things by harming a teddy bear you possess -- and since the player is free to come up with their own Madness Talents, they can make their own that are also Reality Warper abilities.
** The game actively encourages this; in ''Don't Lose Your Mind'' it's stated that ''any'' good madness power deployed at full power is going to be functional omnipotence, omniscience, or both. And that this is entirely intentional and completely expected; swinging six madness dice is you telling reality to ''sit down and shut up'', and your madness power determines the fine details of how you go about it.
*** This is partly due to the fact that Madness Talents work on dream logic -- someone with Super Strength is strong enough to lift a car, smash steel, or bend metal bars if they put enough dice into it, sure... but they're also likely strong enough to lift someone's spirits, smash corruption, and bend the truth. And, yes, the mental image you might have gotten of a guy with veins and muscles bulging and straining, teeth clenched as someone near him pulls out of depression is probably '''exactly''' what one of the more abstract, dream-logicy applications of a SuperStrength Madness Talent would look like.
* An alarming number of [=NPCs=] -- including several BigBad candidates -- in ''TabletopGame/OverTheEdge.''
* Numerous beings in ''TabletopGame/{{Exalted}}'' are capable of some degree of this (especially Raksha and Primordials). However, the Solar Exalted are by far the most capable. Not only are their Lore Charms able to impose order and structure on the Wyld to create beings, objects or places, but at higher levels they can access a Charm that allows them to fundamentally alter the universal principles that apply to the things that they create. Through an extremely difficult mechanism called a "Miracle Shell", they are capable of applying such alterations to Creation itself, allowing them to redefine or add anything to it.
** The most basic reality warping Solar Lore Charm, or its Abyssal/Infernal analogue for those Exalt types, is something a newly Exalted character can know. With that Charm and the right two artifacts (one can't be used by a non-Solar, the other can't be made or maintained by non-Solar) it's possible for even a very inexperienced Solar to warp reality ''anywhere''.
*** With the right Charms and under the right circumstances Abyssals can use parts of the Solar Charmset, although [[BlessedWithSuck the consequences of doing so are extremely unpleasant for the Abyssal.]], and a Solar can use parts of the Abyssal Charmset without repercussions. An Abyssal ''might'' be able to use those Solar Charms and artifacts, but definitely won't enjoy it. An Inferal most definitely can't because they can't use any part of Solar or Abyssal Charmsets, or Sidereal Martial Arts (which both Solars and Abyssals can learn).
* In ''TabletopGame/MutantsAndMasterminds'', the power of choice for Reality Warpers would be Animate Object - which can be used to bend the ''air'' to your will. Combined with Create Object and Transform, you can very nearly manipulate every aspect of your environment with a thought.
* In ''TabletopGame/{{Toon}}: The Cartoon RPG'', characters can take the power of Cosmic Shift, which allows them to warp reality on a minor scale to achieve any of three purposes (or because the [[GameMaster Animator]] [[RuleOfFunny thinks it would be funny]]):
## To deal damage to an opponent.
## To prevent damage being dealt to their character.
## To advance their character's Beliefs and Goals.
** There is also a smaller form, in that failing a Smarts check allows you to do something blatantly impossible because [[AchievementsInIgnorance your character is too dumb to realize they can't do that]].
* Certain [[AlienGeometries non-Euclidean]] aspects of thulhu from ''TabletopGame/{{Pokethulhu}}'', including an example from the sourcebook that has the ability to trap people and thulhu in a PocketDimension.
* In ''Grimm'', any character with Imagination as their iconic core trait becomes one in the Grimm Lands, able to manipulate the imagination-stuff made real of the Grimm Lands through sheer force of will and creativity. Dreamers, however, are better at it than anyone, having a higher starting Imagination and getting it as a free iconic core trait in addition to their normal one. They can even put their normal iconic core trait into Imagination as well, making them even more potent -- when spending Imagination to alter the Grimm lands, each single point spent counts as two.
* In ''TabletopGame/TalesFromTheFloatingVagabond'', characters with the "Escher Effect" shtick can make a Luck roll to temporarily ignore the laws of physics. [[GameMaster The Referee]] is encouraged to [[PowerIncontinence have the power go off at inconvenient times]] if the players try to abuse it too much.
* In ''TabletopGame/EclipsePhase'', characters with the psi-chi or psi-gamma traits have [[PsychicPowers minor psychic abilities]], conferred by infection with the (apparently) benign Watts-[=MacLeod=] strain of the [[TheVirus exsurgent virus]]. Exsurgents, transhumans who have been [[HumanoidAbomination completely taken over]] by the less benign strains of the virus, possess the much more powerful psi-epsilon sleights, such as [[MindOverMatter telekinesis]], [[PlayingWithFire thermo]][[AnIcePerson kinesis]], the ability to transmute matter, shut down electrical flow in their near vicinity, control electromagnetic fields around them, and generally tell the laws of physics to shut up and sit down.
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* The Haunters of ''TabletopGame/WraithTheOblivion'' have a limited capacity to warp reality thanks to their connection to primordial chaos, manifesting as the ability to create strange effects and warp space and time on the local level.

to:

* The Haunters of ''TabletopGame/WraithTheOblivion'' have a limited capacity to warp reality thanks to their connection to primordial chaos, manifesting as the ability to create strange effects and warp space and time on the local level. This usually translates to "haunted house shit," but the higher levels of their distinct Arcanos allows them to manipulate time - and some particularly devoted Haunters want to use it to undo their own deaths.
Is there an issue? Send a MessageReason:
None


** In the fan-made line ''TabletopGame/GeniusTheTransgression'' you have the Unmada, [[MadScientist geniuses]] who believe their own [[MagicPoweredPseudoscience theories]] are really how the world works and that everybody else is crazy or deluded. When they stay in one play for too long, their {{Man|a}}ia starts warping the world around them to reflect their beliefs.

to:

** In the fan-made line ''TabletopGame/GeniusTheTransgression'' you have the Unmada, [[MadScientist geniuses]] who believe their own [[MagicPoweredPseudoscience theories]] are really how the world works and that everybody else is crazy or deluded. When they stay in one play place for too long, their {{Man|a}}ia starts warping the world around them to reflect their beliefs.

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Removed: 1822

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* High-end mages in ''TabletopGame/MageTheAwakening''. Some TabletopGame/{{Changeling|TheLost}}s can also do this, albeit to a much more limited extent, by manipulating Glamour.
** And with the release of the supplement "[[TabletopGame/MageTheAwakening Imperial Mysteries]]", archmasters can now officially ''retroactively'' change reality. Looks like those elder vampires may not be senile after all, they just remember the way the world used to work before the archmasters changed it.
** The God-Machine ([[TabletopGame/DemonTheDescent same setting, different line]]) subverts this. It's stated that it is ''not'' omnipotent, and actual reality warping is outside its capability. What it ''can'' do however, is to make use of multitude of loopholes, exceptions and hidden laws of reality, both physical and magical, to bring forth effects that even the ''real'' [[TabletopGame/MageTheAwakening Reality Warpers]] would find impossible to recreate.

to:

* High-end TabletopGame/TheWorldOfDarkness:
** ''TabletopGame/MageTheAwakening'': This is the central ability of Mages. The most powerful
mages in ''TabletopGame/MageTheAwakening''. can reach the full extent of the trope, even changing reality retroactively.
**
Some TabletopGame/{{Changeling|TheLost}}s can also do this, albeit to a much more limited extent, by manipulating Glamour.
** And with the release of the supplement "[[TabletopGame/MageTheAwakening Imperial Mysteries]]", archmasters can now officially ''retroactively'' change reality. Looks like those elder vampires may not be senile after all, they just remember the way the world used to work before the archmasters changed it.
**
''TabletopGame/DemonTheDescent'' The God-Machine ([[TabletopGame/DemonTheDescent same setting, different line]]) subverts this. It's stated that it is ''not'' omnipotent, and actual reality warping is outside its capability. What it ''can'' do however, is to make use of multitude of loopholes, exceptions and hidden laws of reality, both physical and magical, to bring forth effects that even the ''real'' [[TabletopGame/MageTheAwakening Reality Warpers]] would find impossible to recreate.



* Like its successor, ''TabletopGame/MageTheAscension'' gives its characters the ability to bend reality, but they're usually kept in check by [[WeirdnessCensor Paradox]]. The Marauders, however, are not; due to [[PowerBornOfMadness their condition]], they have the ability to flout Paradox, making it hit ''other'' mages instead of themselves. On the other hand, they get Quiet, which reflects just how much reality disagrees with them; if it hits a certain point, they're exiled from this world and free to run merry in realms of their own madness.
** The Technocracy would like to claim they're responsible for there being a reality to warp, but the cosmological constants of existence predate them.
* ''TabletopGame/WerewolfTheApocalypse'' has a class of banes called [[EldritchAbomination Nexus Crawlers]] who could warp reality.

to:

* Like its successor, ''TabletopGame/MageTheAscension'' gives its characters the ability to bend reality, but they're usually kept in check by [[WeirdnessCensor Paradox]]. The Marauders, however, are not; due to [[PowerBornOfMadness their condition]], they have the ability to flout Paradox, making it hit ''other'' mages instead of themselves. On the other hand, they get Quiet, which reflects just how much reality disagrees with them; if it hits a certain point, they're exiled from this world and free to run merry in realms of their own madness.
** The Technocracy would like to claim they're responsible for there being a reality to warp, but the cosmological constants of existence predate them.
* ''TabletopGame/WerewolfTheApocalypse'' has a class of banes called [[EldritchAbomination Nexus Crawlers]] who could can warp reality.



* While the magic in ''TabletopGame/DungeonsAndDragons'' is typically much more {{functional|Magic}}, spellcasters can pull this off with the Limited Wish and Wish spells (though the precise limits of these depend on the exact edition, and the latest doesn't seem to have any such magic just yet).
** More to the point, the Wizard/Sorcerer spell Genesis allows the caster to create his own demiplane with any environment that reflects "most any desire the spellcaster can visualize."
** Also quite literal when visiting the otherworldly plane of Limbo in D&D, which is a chaotic stew of all elements, energies, and other exotic substances usually lumped together under the designation "Chaosstuff" (really). With an effort of will, a character can force the Chaosstuff into orderly form, but not for long; only the anarchs, innate Limbo-shapers of the githzerai species, can do it unconsciously - even while they sleep.
** There is also the clerical Miracle spell in third edition, but that's arguably more a request for divine intervention in a form desired by the caster ''right now'' than an actual reality warp.
*** Miracle is roughly the divine equivalent of the arcane Wish spell. The effect is the same, it just has a different name and different logic behind it.
** Psionics are a textbook example of this trope, as it all boils down to thinking about something, and then making that happen with your mind.

to:

* While the magic in ''TabletopGame/DungeonsAndDragons'' is ''TabletopGame/DungeonsAndDragons'': Magic and psionics are typically much more {{functional|Magic}}, spellcasters and psionics can pull this off with the a few abilities and spells, including Limited Wish Wish, Wish, Miracle, and Wish spells (though the precise limits of these depend on the exact edition, and the latest doesn't seem to have any such magic just yet).
** More to the point, the Wizard/Sorcerer spell Genesis allows the caster to create his own demiplane with any environment that reflects "most any desire the spellcaster can visualize."
** Also quite literal when visiting the otherworldly plane of Limbo in D&D, which is a chaotic stew of all elements, energies, and other exotic substances usually lumped together under the designation "Chaosstuff" (really). With an effort of will, a character can force the Chaosstuff into orderly form, but not for long; only the anarchs, innate Limbo-shapers of the githzerai species, can do it unconsciously - even while they sleep.
** There is also the clerical Miracle spell in third edition, but that's arguably more a request for divine intervention in a form desired by the caster ''right now'' than an actual reality warp.
*** Miracle is roughly the divine equivalent of the arcane Wish spell. The effect is the same, it just has a different name and different logic behind it.
** Psionics are a textbook example of this trope, as it all boils down to thinking about something, and then making that happen with your mind.
Genesis.



** Similarly, most miraculous [=PCs=] in spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine''. The Reality Syndrome Miraculous Arc is particularly notable for this: if taken in one of the "wishing" variants, such as the Engine itself, this is executed much like whatever you wanted was being ''written into the GM's notes''.
* High-level psykers in ''TabletopGame/{{Warhammer 40000}}'', known as 'apex-levels', have the ability to change physical reality by thought alone. Unfortunately, human minds were not designed to handle so much exposure to the Warp and these individuals are inevitably driven insane the moment they awaken to their powers, with catastrophic results.

to:

** * Similarly, most miraculous [=PCs=] in spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine''. The Reality Syndrome Miraculous Arc is particularly notable for this: if taken in one of the "wishing" variants, such as the Engine itself, this is executed much like whatever you wanted was being ''written into the GM's notes''.
* High-level psykers in ''TabletopGame/{{Warhammer 40000}}'', 40000}}'':
** High-level psykers,
known as 'apex-levels', have the ability to change physical reality by thought alone. Unfortunately, human minds were not designed to handle so much exposure to the Warp and these individuals are inevitably driven insane the moment they awaken to their powers, with catastrophic results.



*** Let's hope the Tyranids never assimilate this ability from the Orks. If a few hundred Boyz can warp reality, what sort of power would a hive mind possessed of multiple billions of creatures possess?
*** Weirdboyz, the Ork equivalent of psykers, act as sponges for the gestalt field and can tap into that power. The downside is that absorbing too much energy causes their heads to explode.
*** Yarrick, killed so many orks, he obtained a reputation of being some kind of unstoppable ork-killer. And most orks believe it. So, when facing orks, he could just as well be immortal.
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* High-end mages in ''TabletopGame/MageTheAwakening''. Some TabletopGame/{{Changeling|TheLost}}s can also do this, albeit to a much more limited extent, by manipulating Glamour.
** And with the release of the supplement "[[TabletopGame/MageTheAwakening Imperial Mysteries]]", archmasters can now officially ''retroactively'' change reality. Looks like those elder vampires may not be senile after all, they just remember the way the world used to work before the archmasters changed it.
** The God-Machine ([[TabletopGame/DemonTheDescent same setting, different line]]) subverts this. It's stated that it is ''not'' omnipotent, and actual reality warping is outside its capability. What it ''can'' do however, is to make use of multitude of loopholes, exceptions and hidden laws of reality, both physical and magical, to bring forth effects that even the ''real'' [[TabletopGame/MageTheAwakening Reality Warpers]] would find impossible to recreate.
** In the fan-made line ''TabletopGame/GeniusTheTransgression'' you have the Unmada, [[MadScientist geniuses]] who believe their own [[MagicPoweredPseudoscience theories]] are really how the world works and that everybody else is crazy or deluded. When they stay in one play for too long, their {{Man|a}}ia starts warping the world around them to reflect their beliefs.
* Like its successor, ''TabletopGame/MageTheAscension'' gives its characters the ability to bend reality, but they're usually kept in check by [[WeirdnessCensor Paradox]]. The Marauders, however, are not; due to [[PowerBornOfMadness their condition]], they have the ability to flout Paradox, making it hit ''other'' mages instead of themselves. On the other hand, they get Quiet, which reflects just how much reality disagrees with them; if it hits a certain point, they're exiled from this world and free to run merry in realms of their own madness.
** The Technocracy would like to claim they're responsible for there being a reality to warp, but the cosmological constants of existence predate them.
* ''TabletopGame/WerewolfTheApocalypse'' has a class of banes called [[EldritchAbomination Nexus Crawlers]] who could warp reality.
* Most of the divine-level magic in ''TabletopGame/AnimaBeyondFantasy'' have shades of this, particularly the creation path. The main paths and sub-paths of magic give the user complete control over whatever the [[ElementalMagic theme of the path is]], be that fire, light, illusion, or even ''blood''. Those spells are kept in check from being a GameBreaker by limiting them to extremely powerful supernatural beings, though a sufficiently dedicated character could theoretically [[AGodAmI gain those powers eventually]].
* The Haunters of ''TabletopGame/WraithTheOblivion'' have a limited capacity to warp reality thanks to their connection to primordial chaos, manifesting as the ability to create strange effects and warp space and time on the local level.
* While the magic in ''TabletopGame/DungeonsAndDragons'' is typically much more {{functional|Magic}}, spellcasters can pull this off with the Limited Wish and Wish spells (though the precise limits of these depend on the exact edition, and the latest doesn't seem to have any such magic just yet).
** More to the point, the Wizard/Sorcerer spell Genesis allows the caster to create his own demiplane with any environment that reflects "most any desire the spellcaster can visualize."
** Also quite literal when visiting the otherworldly plane of Limbo in D&D, which is a chaotic stew of all elements, energies, and other exotic substances usually lumped together under the designation "Chaosstuff" (really). With an effort of will, a character can force the Chaosstuff into orderly form, but not for long; only the anarchs, innate Limbo-shapers of the githzerai species, can do it unconsciously - even while they sleep.
** There is also the clerical Miracle spell in third edition, but that's arguably more a request for divine intervention in a form desired by the caster ''right now'' than an actual reality warp.
*** Miracle is roughly the divine equivalent of the arcane Wish spell. The effect is the same, it just has a different name and different logic behind it.
** Psionics are a textbook example of this trope, as it all boils down to thinking about something, and then making that happen with your mind.
* This is why residents of Vechor in the TabletopGame/{{Ravenloft}} setting are glad their darklord-king, Easan the Mad, is usually too busy with his deranged experiments to notice them. If he does, he may decide they would be happier with, say, three extra arms or a river of grape-flavored wallpaper paste flowing through their backyard.
* The Nobles of ''TabletopGame/{{Nobilis}}''. The game is about playing as one of them. In addition, there are also the Imperators, who empower the Nobles, and the Excrucians, who stand opposed to reality's very existence.
** Similarly, most miraculous [=PCs=] in spinoff game ''TabletopGame/ChuubosMarvelousWishGrantingEngine''. The Reality Syndrome Miraculous Arc is particularly notable for this: if taken in one of the "wishing" variants, such as the Engine itself, this is executed much like whatever you wanted was being ''written into the GM's notes''.
* High-level psykers in ''TabletopGame/{{Warhammer 40000}}'', known as 'apex-levels', have the ability to change physical reality by thought alone. Unfortunately, human minds were not designed to handle so much exposure to the Warp and these individuals are inevitably driven insane the moment they awaken to their powers, with catastrophic results.
** All the [[NinjaPirateZombieRobot Necron]] [[EldritchAbomination C'tan]], ancient {{physical god}}s, can bend reality like a pretzel, but none of the C'tan are more famous for this than The [[GambitPileup Deceiver]].
** Ursarkar Creed, with his special rule to give the [[BehindAStick Outflank ability]] to anything (not including cavalry, but ''including'' skyscraper-sized Titans), is jokingly alleged to be Reality Warping by the community.
** The ultimate goal of all Chaos followers is to [[OneWingedAngel ascend]] and become an immortal Daemon Prince with absolute mastery of the Warp. They spend most of their time ruling [[DeathWorld Daemon Worlds]], planets where physics is a fun joke you tell your friends and the only law is the will of their masters.
** [[OurOrcsAreDifferent Orks]], if only to a very limited extent. Orks possess a gestalt psychic field, very much similar to the aforementioned human psykers. If there is a large number of Orks in close proximity ([[TheHorde and they usually are]]) and believe something should happen, it ''[[ClapYourHandsIfYouBelieve will]]'' happen. For example, the majority of regular Orks, Ork Mekboyz and the Kult of Speed believe that "da red onez go fasta!" and indeed if a vehicle is painted red, it will go faster. Orks have also been known to use weapons and technology that just shouldn't be able to function, like ships that work without fuel and "guns" that fire despite merely being gears, wires, and pipes in the shape of a gun.
*** Let's hope the Tyranids never assimilate this ability from the Orks. If a few hundred Boyz can warp reality, what sort of power would a hive mind possessed of multiple billions of creatures possess?
*** Weirdboyz, the Ork equivalent of psykers, act as sponges for the gestalt field and can tap into that power. The downside is that absorbing too much energy causes their heads to explode.
*** Yarrick, killed so many orks, he obtained a reputation of being some kind of unstoppable ork-killer. And most orks believe it. So, when facing orks, he could just as well be immortal.
* ''TabletopGame/{{GURPS}}'' also has a variety of reality warping spells, including (in ascending order of power): Lesser Wish, Wish, and Great Wish. They're all ridiculously expensive to cast, especially Great Wish (duh), thus you can only create one by hard work over a long period of time. (But if you find an item with a Wish enchantment already on it, you can ''activate'' the spell with ease.)
* ''TabletopGame/MagicTheGathering'':
** Planeswalkers, which includes you, the player. Being able to travel the Multiverse, summon creatures of massive power (including, as of the ''Theros'' set, literal ''gods''), use ancient artifacts, and even create their own universe aside from rewriting others. You, the player, are a Planeswalker having a little scuffle with others. The cards represent creatures, spells, and artifacts you are summoning into reality powered by {{Mana}}.
** In-universe, the event known as "The Mending" dampened the abilities of planeswalkers. Especially Teferi, who funneled magic from an incoming inter-planar attack to phase his entire homeland out of existence for centuries.
** Ixidor was not a planeswalker, but still possessed the unique ability to sculpt reality. Originally a MasterOfIllusion, he gained this ability when his illusions became ''real''. He used this to create a small kingdom in the desert and transformed his own arm into [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=42049 Akroma, the Angel of Wrath]].
* The "Language" Madness Talent from ''Don't Lose Your Mind'', a supplement for ''TabletopGame/DontRestYourHead'', lets one of the Awake alter reality by speaking the secret language God used to create the universe. If they become a Nightmare, they're at risk of becoming the Omnipotent Third Person, a mindless, disembodied narrator who corrupts and twists reality by describing it.
** Several other Madness Talents provided in that book are narrower Reality Warper abilities -- "Teddy" in particular lets you harm or destroy things by harming a teddy bear you possess -- and since the player is free to come up with their own Madness Talents, they can make their own that are also Reality Warper abilities.
** The game actively encourages this; in ''Don't Lose Your Mind'' it's stated that ''any'' good madness power deployed at full power is going to be functional omnipotence, omniscience, or both. And that this is entirely intentional and completely expected; swinging six madness dice is you telling reality to ''sit down and shut up'', and your madness power determines the fine details of how you go about it.
*** This is partly due to the fact that Madness Talents work on dream logic -- someone with Super Strength is strong enough to lift a car, smash steel, or bend metal bars if they put enough dice into it, sure... but they're also likely strong enough to lift someone's spirits, smash corruption, and bend the truth. And, yes, the mental image you might have gotten of a guy with veins and muscles bulging and straining, teeth clenched as someone near him pulls out of depression is probably '''exactly''' what one of the more abstract, dream-logicy applications of a SuperStrength Madness Talent would look like.
* An alarming number of [=NPCs=] -- including several BigBad candidates -- in ''TabletopGame/OverTheEdge.''
* Numerous beings in ''TabletopGame/{{Exalted}}'' are capable of some degree of this (especially Raksha and Primordials). However, the Solar Exalted are by far the most capable. Not only are their Lore Charms able to impose order and structure on the Wyld to create beings, objects or places, but at higher levels they can access a Charm that allows them to fundamentally alter the universal principles that apply to the things that they create. Through an extremely difficult mechanism called a "Miracle Shell", they are capable of applying such alterations to Creation itself, allowing them to redefine or add anything to it.
** The most basic reality warping Solar Lore Charm, or its Abyssal/Infernal analogue for those Exalt types, is something a newly Exalted character can know. With that Charm and the right two artifacts (one can't be used by a non-Solar, the other can't be made or maintained by non-Solar) it's possible for even a very inexperienced Solar to warp reality ''anywhere''.
*** With the right Charms and under the right circumstances Abyssals can use parts of the Solar Charmset, although [[BlessedWithSuck the consequences of doing so are extremely unpleasant for the Abyssal.]], and a Solar can use parts of the Abyssal Charmset without repercussions. An Abyssal ''might'' be able to use those Solar Charms and artifacts, but definitely won't enjoy it. An Inferal most definitely can't because they can't use any part of Solar or Abyssal Charmsets, or Sidereal Martial Arts (which both Solars and Abyssals can learn).
* In ''TabletopGame/MutantsAndMasterminds'', the power of choice for Reality Warpers would be Animate Object - which can be used to bend the ''air'' to your will. Combined with Create Object and Transform, you can very nearly manipulate every aspect of your environment with a thought.
* In ''TabletopGame/{{Toon}}: The Cartoon RPG'', characters can take the power of Cosmic Shift, which allows them to warp reality on a minor scale to achieve any of three purposes (or because the [[GameMaster Animator]] [[RuleOfFunny thinks it would be funny]]):
## To deal damage to an opponent.
## To prevent damage being dealt to their character.
## To advance their character's Beliefs and Goals.
** There is also a smaller form, in that failing a Smarts check allows you to do something blatantly impossible because [[AchievementsInIgnorance your character is too dumb to realize they can't do that]].
* Certain [[AlienGeometries non-Euclidean]] aspects of thulhu from ''TabletopGame/{{Pokethulhu}}'', including an example from the sourcebook that has the ability to trap people and thulhu in a PocketDimension.
* In ''Grimm'', any character with Imagination as their iconic core trait becomes one in the Grimm Lands, able to manipulate the imagination-stuff made real of the Grimm Lands through sheer force of will and creativity. Dreamers, however, are better at it than anyone, having a higher starting Imagination and getting it as a free iconic core trait in addition to their normal one. They can even put their normal iconic core trait into Imagination as well, making them even more potent -- when spending Imagination to alter the Grimm lands, each single point spent counts as two.
* In ''TabletopGame/TalesFromTheFloatingVagabond'', characters with the "Escher Effect" shtick can make a Luck roll to temporarily ignore the laws of physics. [[GameMaster The Referee]] is encouraged to [[PowerIncontinence have the power go off at inconvenient times]] if the players try to abuse it too much.
* In ''TabletopGame/EclipsePhase'', characters with the psi-chi or psi-gamma traits have [[PsychicPowers minor psychic abilities]], conferred by infection with the (apparently) benign Watts-[=MacLeod=] strain of the [[TheVirus exsurgent virus]]. Exsurgents, transhumans who have been [[HumanoidAbomination completely taken over]] by the less benign strains of the virus, possess the much more powerful psi-epsilon sleights, such as [[MindOverMatter telekinesis]], [[PlayingWithFire thermo]][[AnIcePerson kinesis]], the ability to transmute matter, shut down electrical flow in their near vicinity, control electromagnetic fields around them, and generally tell the laws of physics to shut up and sit down.
* In ''TabletopGame/{{Aberrant}}'', high end Novas are this, with the thin veneer of 'lol physics still matters' being the only limiter. This includes planet-busting energy beams, creating planetary scale amounts of matter from nothing, linking every mind on the planet up to a hive-mind, time-traveling, and making brand-spanking-new universes. Then again, the power Planck Bubble allows [=PCs=] to generate a space in which whatever they can imagine will occur and can persist following the end of the Bubble effect.

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