[RPG] Are there any major balance issues with Sorcerers having access to these non-sorcerer spells


So, as a follow-up to this question about giving extra spells to sorcerers, inspired by the second half of András' answer to that question, some of the spells I have chosen are from other spell lists.

Note that this question assumes that it's a great idea to give sorcerers extra spells (regardless of whether that's true or not), and anything to do with that aspect of my idea should be an answer to my other question; this question is about whether these 10 specific not-normally-sorcerer spells (see below) would create balance issues in the hands of a Sorcerer with access to all their Metamagic.

So, these are the 10 spells I've picked for the various sorcerer archetypes that don't already come from the sorcerer spell list (I'm focusing on only these 10 spells to narrow down the scope; hopefully assessing only 10 spells isn't still too broad for one question, but one question per spell sounds insane, and I didn't know how else to meaningfully divide it up):

The only reason that I can think of why these would be a problem for a Sorcerer to have is because of how they might interact with Metamagic. In other words, trying to game the system in new ways thanks to the availability of these spells.

So are there any serious balance issues that would arise from Sorcerers using Metamagic with any of these spells? Or any other reasons besides Metamagic that would cause a problem (if my assumption that Metamagic is the only issue is wrong)?

Best Answer

It is mostly fine

Aura of Vitality with the Extended spell metamagic is very potent, you could out-heal a Life Cleric.
I would change that one.

Aura spells

Sorcerers are not really capable to be in the front line without multiclassing, so they do not benefit much of combat related spells that need close proximity, like Shadow of Moil, Aura of Life or Circle of Power.

Repeated Damage

Call Lightning and Vampiric Touch are greatly improved by Quickened Spell.
Vampiric Touch needs close proximity, probably costing you more in HP than you gain, so it is not a problem. I think it is actually too weak without Quickened Spell.
Call Lightning is quite limited by the 100 feet ceiling requirement, so it is also fine.

Negative Energy Flood

Without Animate Dead, this does not have much abuse potential.

Destructive Wave

This spell does as much damage as a Fireball in a 5th level slot, but the damage type is inarguably better, and very party friendly. However, it is best used from the middle of the enemy group, not really suitable for Sorcerers.

Elemental Bane

One of the weakest spells in the game. Targets only one creature, requires concentration, allows a save, does not help with immunity, and the 2d6 extra damage is only applicable once per turn. All of this for a 4th level slot.
Draconic Sorcerers are much better off with the Elemental Adept feat, no amount of metamagic will make this spell good.


I do not agree with NathanS' answer that everything that could be reached by multiclassing cannot be overpowered.
Multiclassing has its own cost, delayed features, MAD (Multiple Ability Dependency), delayed or reduced ASIs. With these additional spells you get the benefits, but none of the downsides.

So these spells could be overpowered (but are not).

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