
Internal hallucination

Hallucinatory states are perhaps the most profound subjective visual effect that the hallucinogenic experience has to offer.
Overall, the degrees of intensity can be broken down into five simple levels,
- Enhancement of mental visualization - The lowest level of hallucination can be described as a powerful enhancement of a person's ability to mentally visualize concepts. This internal visualization feels like one extremely vivid daydream after another, and follows a person's thought stream in a way that can be seen at a moderate level of detail within the mind's eye.
- Partially defined hallucinations - This level of hallucination generally consists of movement in the peripheral vision and ill-defined, faded imagery embedded with the visual geometry, as well as open eye transformations or false sightings within the peripheral vision which disappear as soon as a person double-takes.
- Fully defined hallucinations - As the vividness and intensity increases, the imagery eventually becomes fully defined in its appearance and displays itself within the tripper's direct line of sight. Open eye transformations will also manifest themselves as fully-detailed and within a person's direct line of sight.
- Partially defined breakthroughs - These begin with random flashes of spontaneous scenarios. These are capable of becoming fully grounded and long-lasting, but are not completely defined in their appearance. Often displaying themselves as partially to completely blurred and transparent, with the tripper's physical body still feeling at least partially connected to the real world.
- Fully defined breakthroughs - Once the hallucinations become sufficiently elaborate they eventually become all-encompassing, permanent, ever-shifting alternate realities which appear completely realistic, extremely detailed, and highly vivid in the way they look along with the sensation of a complete disconnection from the physical body.
The levelling system itself is comprised of 3 separate subcomponents which are described in detail below:
Transformations
Visual transformations are essentially open-eye imagery. They are progressive in nature, which means they form by arising from patterns or objects, and then over a period of seconds by drifting, smoothing or locking into an entirely new appearance of still or animated objects, people, animals, concepts, places or anything you could possibly imagine. This is greatly enhanced and fuelled by the separate visual effect of enhanced pattern recognition, causing vague stimuli which already looks vaguely like abstract concepts due to our inbuilt sense of pareidolia, to transforming into extremely detailed versions of what they were already perceived as.
The process of smoothing or locking, which transformations seem to be generated through, requires some minimal amount of focus and concentration to sustain. Losing concentration for an instant can cause the image to fade away or shift into another image.
Holding the eyes still will increase the intensity of the progressive transformation.
Internal hallucinations
Internal hallucinations are experienced exclusively on the back of ones eyelids and not within the external environment around oneself. They begin as imagery which are often embedded within visual geometry. These can be described as spontaneous moving or still scenes, objects, people, animals, concepts, places or anything you could possibly imagine. They are often formed out of geometry themselves and are displayed in varying levels of detail ranging from “cartoon like” in nature to completely realistic although rarely holding form for more than a few seconds before fading or shifting into another image. These sets of imagery commonly include:
everyday objects, living things, plants, animals, insects, architecture, structures, shapes, atoms, molecules, complex mathematical formulae/concepts, linguistic concepts, mechanisms, technology, machine creatures, self-replicating machines, people, faces, eyes, body parts, organs, food, cultural references, fictional characters, logos, religious symbolism, creatures, monsters, demons, mythology, furniture and more.
During certain experiences, imagery is often manifested as an exact visual representation of whatever you are currently thinking about within your mind's eye, turning abstract ideas into a concrete images and remaining consistently limitless in its abilities.
As these states of imagery and transformations become increasingly elaborate (proportional to dosage), they eventually become all-encompassing, fully-fledged 3D hallucinations which surround the tripper in a fashion similar to dreams. This creates the feeling that the tripper has broken through into another reality. The things which occur within this perceived alternate reality can be anything but generally fall under common archetypes such as contact with autonomous entities, imagined landscapes, spirit dimensions, and situations that seem so unlike anything previously experienced that they are, in all probability, untranslatable into English. The content of these experiences are often described to feel transcendental, mystical, spiritual and religious in nature, regardless of the tripper's theistic beliefs. It is not uncommon for people to report that the hallucinations felt infinitely “realer” than anything the person has previously experienced throughout sober living.
In terms of the general stylistic appearance of this state it can range from hallucinations which are stylized and comprised of a condensed geometry-based material, or they can be completely solid and realistic in how they look. This particular state can be broken down into three distinct subcomponents.
Autonomous entities
Contact with autonomous entities are very common. These entities generally appear to be the inhabitants of a perceived independent reality - they are expectant of your appearance and enjoy interacting with you in various ways. The behaviour of a typical entity is one of a loving, kind intelligence, teacher or healer that simply wants to show you their particular dimensional space, bestowing specific pieces of knowledge upon you as quickly as possible before you begin to come down or slip into another hallucination. Once the comedown inevitably begins to happen they are genuinely saddened by your disappearance, often wave goodbye, and encourage you to visit more often. Entities can literally take any form but common subconscious Jungian archetypes are definitely present, these include:
bodiless super intelligent humanoids, aliens, elves, giant spheres, insectoids, cat beings, beings of light, plants, robotic machines, gods, goddesses, demons, human beings and more.
Regardless of presentation, there are distinctly different types of entity which one may encounter, each of which represent a particular subsection of one's own consciousness through both their visible form and their personality. These can be broken down into 3 separate categories and include:
- Representations of the self - The simplest form of entity can be described as simply a mirror of ones own personality. It can take any visible form but clearly adopts an obviously identical vocabulary and set of mannerisms to ones own personality when conversed with.
- Representations of the subconscious - This category of entity can take any visible form but adopts the personality of what seems to be a conscious controller behind the continuous generation of the details behind one's own mind scape and internally stored model of reality. When conversed with it usually adopts an attitude which wants to teach or guide the tripper and assumes that it knows what is best for them.
- Representations of specific concepts - This category of entity is by far the most varied type in terms of its visual form and immediately perceivable personality. It can be identified as a simulated representation of any internally stored concept and adopts an appropriate personality to fit this to an amazing degree of accurate detail. For example this specific concept could include people you have met throughout your life, fictional characters or symbolic representations of abstract concepts such as emotions or key parts of one's own personality.
When communicated with through spoken word the level of coherency in which these entities can reply with is highly variable but can be broken down into 4 distinct levels of communication:
- Silence - this level can be defined as a complete unresponsiveness from the side of the entity and an incapability of speech despite their obvious presence within the hallucination.
- Partially defined incoherent speech - this level can be defined as audible linguistic conversational responses and noises which sound like words but do not contain any real content or meaning beyond a vague sense of emotional intent.
- Fully defined incoherent speech - this level can be defined as audible linguistic conversational responses and noises which contain fully defined and understandable words but often lack grammatical structure or general coherency.
- Fully defined coherent speech - this level can be defined as audible linguistic conversational responses and noises which contain fully defined and understandable words as well as fully defined grammatical structure and general coherency which conveys its point on a level which is on par with the trippers own intellect.
These entities and creatures may also communicate with trippers via a combination of telepathy, visual linguistics, mathematics and morphing coloured structures of different textures. This complex visual language is capable of expressing pure meaning and concepts in a way that our current system of labelling concepts with small mouth noises will never be able to become close to matching.
- Hallucinatory states with autonomous entity contact found within psychedelic art
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Landscapes, sceneries and settings
At level 4 - 5 hallucinations consistently manifest themselves through the essential component of extremely detailed imagined landscapes, locations and sceneries of an infinite variety. These exist for the purpose of acting as the setting in which the plot of the hallucination occurs. The geography of these settings is capable of rendering itself as static and coherent in organization but will usually result in a non-linear, nonsensical and continuously ever-changing layout which does not obey the rules of everyday physics. In terms of the chosen locations, appearance and style of these settings, they seem to be selected at random and are often entirely new and previously unseen locations. They do however play a heavy emphasis on replicating and combining real life locations stored within the dreamer's memories, especially those which are prominent within one's life and daily routine. Aside from this they commonly include:
planetary systems, galaxies, quasars, jungles, rain forests, deserts, ice-scapes, cities, natural environments, caves, space habitats, vast structures, civilizations, technological utopias, ruins, machinescapes, rooms and other indoor environments, neurons, DNA, atoms, molecules, mitochondria and more.
At other points they act as something which is flown over but are also often experienced through the act of autonomous entities, directly manipulating what you can see and view; intentionally propelling trippers in different directions at disorienting speeds, forcing them to view or pass directly through macro and microscopic scale settings, including both previously experienced landscapes and previously unexperienced landscapes.
Scenarios and plots
Each of the above components are randomly shuffled and spliced into any number of an infinite variety of potential plots and scenarios. These may be positive or negative to experience and are difficult to define in a comprehensive manner in much the same way that we cannot predict the plot of abstract literature and films. They can however be broken down into extremely basic occurrences which generally entail visiting some sort of setting, or a number of them which contain within them, interactive, multiple, or lone dream characters. Alongside of these, completely unpredictable plot devices, events and occurrences, force the dreamer to become involved within the specific scenario of the particular dream.
These scenarios and plots can be linear and logical with events that occur in a rational sequence which lead onto each other through cause and effect. They are equally likely however to present themselves as completely nonsensical and incoherent. This means that the plot will occur with spontaneous events which are capable of ending, starting and changing between each other repeatedly in quick succession and as they please. The plots themselves can either be entirely new experiences that are unlike anything experienced within the real world, old experiences such as accurate memory replays or a combination of the two.
In terms of the amount of time in which they are experienced, hallucinatory dream plots and scenarios usually feel as if they are being experienced in real-time. This means that when 20 seconds have been felt to have passed within the hallucination, the exact same amount of time will have passed in the real world. At other points, however, distortions of time can make themselves present, resulting in plots and scenarios that can feel as if they literally last days, weeks, months, years, or even infinitely long periods of time.