KarinsDad said:
Sorry, I was unclear with the word choose.
S9 handles what you just demonstrated, I just did not break it down for each level.
P6 is about:
Psion
1st level – 3
2nd level – 5
3rd level – 52
4th level – 54
5th level – 542
6th level – 544
7th level – 5442
8th level – 5444
9th level – 54442
10th level – 54444
11th level – 544441
12th level – 544443
13th level – 5444431
14th level – 5444433
15th level – 54444331
16th level – 54444333
17th level – 544443331
18th level – 544443333
19th level – 544443334
20th level – 544443336
Sorcerer
1st level – 2
2nd level – 2
3rd level – 3
4th level – 31
5th level – 42
6th level – 421
7th level – 532
8th level – 5321
9th level – 5432
10th level – 54321
11th level – 55432
12th level – 554321
13th level – 554432
14th level – 5544321
15th level – 5544432
16th level – 55444321
17th level – 55444332
18th level – 554443321
19th level – 554443332
20th level – 554443333
At every level, the Psion has more powers in his list than the Sorcerer has in his list (without counting the dinky 0th level spells). For example, at level 10, the Psion has 21 powers (more if he took Expanded Knowledge).
The Sorcerer has 15 spells at level 10.
S5 is about the fact that the Sorcerer can cast more spells per day than the Psion can manifest powers (assuming the Psion does not cast all 1 PP powers) except in the level ranges 2 through 7 where the Psion can manifest slightly more.
I changed the wording of S5 to hopefully make it more clear.
Level SorcererTotal SorcererTotal (– 0 level) PsionTotal
1st 6 2 3
2nd 7 2 5
3rd 8 3 7
4th 10 4 9
5th 12 6 11
6th 14 7 13
7th 17 10 15
8th 19 9 17
9th 22 14 19
10th 24 15 21
11th 28 19 22
12th 29 20 24
13th 32 23 25
14th 33 24 27
15th 36 27 28
16th 37 28 30
17th 39 30 31
18th 40 31 33
19th 42 33 34
20th 43 34 36
1ST-LEVEL PSION/WILDER POWERS
Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
AttractionA: Subject has an attraction you specify.
BoltA: You create a few enhanced short-lived bolts, arrows, or bullets.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
CatfallA: Instantly save yourself from a fall.
Conceal Thoughts: You conceal your motives.
Control FlamesA: Take control of nearby open flame.
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire.
Crystal ShardA: Ranged touch attack for 1d6 points of piercing damage.
Daze, PsionicA: Humanoid creature of 4 HD or less loses next action.
DecelerationA: Target’s speed is halved.
Déjà VuA: Your target repeats his last action.
DemoralizeA: Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
DisableA: Subjects incorrectly believe they are disabled.
Dissipating TouchA: Touch deals 1d6 damage.
Distract: Target gets –4 bonus on Listen, Search, Sense Motive, and Spot checks.
Ecto ProtectionA: An astral construct gains bonus against dismiss ectoplasm.
EmpathyA: You know the subject’s surface emotions.
Empty MindA: You gain +2 on Will saves until your next action.
Energy RayA: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Far HandA: Move small objects at a limited distance.
FloatA: You buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus to AC.
Grease, Psionic: Makes 10-ft. square or one object slippery.
HammerA: Melee touch attack deals 1d8/round.
Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC.
Know Direction and Location: You discover where you are and what direction you face.
Matter Agitation: You heat a creature or object.
Mind ThrustA: Deal 1d10 damage.
MissiveA: Send a one-way telepathic message to subject.
My LightA: Your eyes emit 20-ft. cone of light.
Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.
Precognitionion, OffensiveA: Gain +1 insight bonus on your attack rolls.
Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.
Sense LinkA: You sense what the subject senses (single sense).
Skate: Subject slides skillfully along the ground.
Synesthete: You receive one kind of sense when another sense is stimulated.
Telempathic Projection: Alter the subject’s mood.
VigorA: Gain 5 temporary hit points.
0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
0-LEVEL BARD SPELLS (CANTRIPS)
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one instrument of the caster’s choice.
The following 1st level psion powers are real similar to 0 level spells (not all are sorcerer but the psion’s power list is not a direct equivalent to a sorcerer’s in the first place). Even though some are augmentable, the gist is they are roughly equivalent to a 0-level sorcerer spell.
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire.
Daze, PsionicA: Humanoid creature of 4 HD or less loses next action.
Distract: Target gets –4 bonus on Listen, Search, Sense Motive, and Spot checks.
Empty MindA: You gain +2 on Will saves until your next action.
Far HandA: Move small objects at a limited distance.
Know Direction and Location: You discover where you are and what direction you face.
MissiveA: Send a one-way telepathic message to subject.
My LightA: Your eyes emit 20-ft. cone of light.
Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.
Also note that some 0-level sorcerer spells have a continued use at all levels and so really shouldn’t be discounted.
Spells like:
Detect Magic
Read Magic
Detect Poison
Light
Open/Close
Mage Hand
So putting together the number of 1st level psion powers that match up to 0-level sorcerer spells and the number of sorcerer 0-level spells that have a continued use at all levels the total number of powers/spells known again switches back into the sorcerer’s favor. This is most notably because the largest difference without 0-level spells is only 6. At most levels it is around 3