Pandemonium Symbol

he art of Pandemonium is the ability to tap into chaos itself, releasing the strange and eldritch upon the living world. Other wraiths tend to avoid masters of Pandemonium, as their distorting effects of the Wylding (as the Arcanos is also known) can be detrimental to one's sanity.

Mortals generally won't believe most of the flagrant effects of this Arcanos. Sudden mists, blood seeping under doors, swarms of spiders, and clocks running out of control tend to send most people into a state of panic or disbelief. Even video recordings of some of these effects will be questioned; videotapes are becoming easier to modify...

Use the Occult Ability for retests with the Pandemonium Arcanos.

Innate Abilities

Sense Chaos:

The wraith's attunement to chaos and the Shadow allows her to detect if something has been manipulated by Pandemonium or a Shadow. This is also helpful for detecting if a mortal has been tampered with by Spectres.

System: The wraith makes a Static Mental Challenge to see if she notices anything out of the ordinary.

Basic Abilities


The wraith may invoke some small strange effect on a single target. The object of this art may feel suddenly cold, or his hackles rise, or he might suffer a momentary hallucination. If the wraith really concentrates upon his target, the object may become disoriented and temporarily forget who he is and what he's doing.

System: In order to cause a small physical effect upon a target, the wraith makes a Social Challenge and spends one Pathos. In order to cause a mental effect upon a target, the wraith must make an Extended Mental Challenge against the victim with every success causing the effects to last up to five minutes per success. This art works as well on wraiths as it does on mortals. As with Outrage, the Haunter must detail and, if possible, role-play the effects she is attempting to create. Those in the Skinlands react only to the effects; other wraiths can react to the wraiths as well if they notice her (by winning a Static Mental Challenge) in the confusion.

Dark Ether:

The wraith may temper with the weather or light conditions in a small area. She may radically change the temperature, summon mist and darkness, modify the humidity, or even evoke a glow akin to St. Elmo's Fire.

System: The player declares the effect she wants, and enters an Extended Static Mental Challenge. The number of successes defines the degree and duration of the change in environment. Five success calls up enough turbulence (if desired) to inflict one Health or Corpus Level of damage on beings in the vicinity. This is rare; most Haunters prefer to use this art to terrify rather than injure. This art costs two Pathos to invoke. In addition, if Dark Ether is used as an attack, it gives the user a point of Temporary Angst.

Intermediate Abilities

Foul Humour:

The wraith may channel his Corpus through the Shroud, manifesting noxious substances or swarms of small vermin. He can create plagues of frogs or locusts, clouds of wasps, or nests of snakes, rats, or spiders. He can alternately produce clotted gore, raw flesh, blood, muck, reasonably strong acid or other foul matter.

System: The player must state what he is trying for and enter an Extended Static Physical Challenge. He spends one point of Pathos and one Willpower Trait, while gaining one point of Temporary Angst. The number of successes or vermin usually vanish after a scene or less; traces infrequently remain, particularly if the wraith scored five more successes. Any caustic or damaging effects inflict one level of damage for every two success from the Extended Challenge.

Advanced Abilities

Tempus Fugit:

The wraith can distort distance and time itself. By using Tempest Fugit he could slow or hasten the passage of time, or make the length of a corridor seem like a footstep or a league. He may not, however, reverse or repeat time.

System: The player declares his intentions and makes an Extended Static Mental Challenge. The number of successes determines the amount of change permitted in his immediate area. Each success alters the flow of time by about two minutes. For example, if the wraith scored three successes, he could draw out an action requiring two minutes into seven or eight minutes of effort. Conversely, he could speed up an action requiring six turns, letting it be finished in three. This art can be attempted once every 10 minutes or so. (NOTE: This does not add to the number of actions a target gets from Celerity or Rage; it can only subtract them.) Tempus Fugit also works in the Shadowlands. This art costs three Pathos and one Willpower Trait. It is recommended that a Narrator be present when this art is used.

Haunters Guild: Pandemonium Arcanos

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