Psionic conflicts follow the standard AD&D® game combat sequence. All psionic powers - excluding defense modes - are used in order of initiative. For example, if a psionicist wants to attack, or plans to teleport to safety, he can do so when his normal chance to attack comes around. Psionic defenses work throughout the entire round, starting at the very beginning. Unlike spells, psionic powers do not have initiative modifiers.
Psionic powers require a certain amount of concentration. A character who uses one during a combat round can move at only half his walking rate. Furthermore, he can be disrupted like a mage casting a spell. A power that is being maintained from a previous round cannot be disrupted this way, nor can telepathic tangents that were established in previous rounds (see below). If a power is disrupted during a preparatory round, the time invested in preparation is lost. No PSPs are expended when a power is disrupted.
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