R^: 0 | SPC^: 20 | D^: Instantaneous | S^: None | A^: Individual + S |
Effect: This discipline is
very similar to the magic-user spell, teleport
(q.v.).
The only major difference is that
psionic energy points must be expended to use the power.
Also, if points above the required
20 are expended,
the psionic individual is able to
alter the percentage probabilities of mis-teleporting (coming in too low
or too high)
by 1% per additional psionic strength
point expended either to correct low and/or high mis-teleporting.
During psionic combat the creatures
involved can engage in no other activity.
The procedure is as follows: Combatants
select their defense modes, attack modes, and opponent
(if multiple creatures per side
are involved).
This information is recorded, and
the defenses and attacks are matrixed to determine results.
Expeditures for defense, attack
and combat losses ore noted and token from the appropriate totals of involved
creatures.
Psionic combat takes place at a
rate of 1 exchange per segment, 10 exchanges per melee round.
If the attention of a creature is
distracted by physical attack or spell damage or effect (such as charm
hold, etc.)
it cannot engage in attack, although
its defenses remain.
Non-psionic creatures can be attacked
psionically only by attack mode A, psionic blast.
This attack mode cannot be used
by distracted creatures as shown above.