Mind of the Hallucinarch

The Mind of the Hallucinarch manipulates perception at its root. These psions weaponize illusion, false memory, and psychic suggestion to control what others see, hear, and believe. Their powers don’t just fool the eye—they fracture logic, break trust, and unmake reality as others understand it.

Constructors of False Realities

Hallucinarchs specialize in mental architecture—custom illusions designed to confuse, distract, or disable. Whether creating false terrain, forging visual copies of allies, or crafting phantom threats, their illusions are backed by psionic energy, not mundane trickery. Many learn to implant thoughts, override enemy senses, or paralyze foes in synthetic nightmares.

They often use eye-catching, shifting robes and paint their skin in swirling patterns to visually reinforce the unreliability of sight. Their gear is light—most rely on their mind alone—but some carry crystal focus-tools engraved with layered glyphs that shimmer when activated.

Trained in Dreamscapes

Most Hallucinarchs are taught in remote mindscape academies or psionic sanctuaries where illusions become real for training. They learn to maintain control over hallucinations under pressure, combat foes who’ve adapted to sensory deception, and bend perception without losing grip on their own.

Mental Control Through Confusion

A Hallucinarch's greatest strength is misdirection. They rarely strike directly. Instead, they distract, deceive, and disable. They can force enemies to waste attacks on mirages, make entire rooms vanish behind false walls, or project psychic loops that confuse minds into helpless repetition. Even the strongest warrior is useless if they can’t tell friend from foe—or real from fake.

At high levels, a Hallucinarch’s illusions gain partial reality, allowing them to manipulate not just thought, but matter. Their power lies in the certainty that if you think it’s real… it might as well be.


  • Passive Abilities:
  • Awaken Hallucination Menta (5th)
    500 gp 5
  • Awaken Hallucination Menta (8th)
    500 gp 8
  • Awaken Hallucination Menta (12th)
    1000 gp 12
  • Awaken Hallucination Menta (16th)
    2000 gp 16
  • Awaken Hallucination Menta (20th)
    3000 gp 20
  • Awaken Hallucination Menta (24th)
    3000 gp 24
  • Awaken Hallucination Menta (28th)
    5000 gp 28
  • Awaken Hallucination Menta (32nd)
    6000 gp 32
  • Awaken Hallucination Menta (36th)
    8000 gp 36
  • Awaken Hallucination Menta (40th)
    10000 gp 40

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information