Making sure your spell list is a good balance of utility, defense, and offensive spells is important to keeping your character out of trouble and more than just a Fireball cannon. I've organized this list of the best spells for each level of the Sorcerer list. What are your favorite spells? What is your least favorite spell? Do you think there is anything missing from this list?
You put Blade Ward on the list? It is at best a so-so spell. If your AC is reasonable, Dodge is better. Quickened barely makes it worth it. Most of the time a solid Frostbite spell will be better.
Mage Hand and Minor Illusion are my favorite sorcerer Cantrips. The attack spell I choose based on other build factors, but often Chill Touch, Fire Bolt and Frostbite are the ones I look at first.
Shield is the best one, you are right about that. I prefer Chaos Bolt next,
Misty Step then Mirror Image.
Counter spell first, then Hypnotic Pattern, and finally Haste
Polymorph or Banishment (take 1, not both) then Dim Door (and get rid of Misty Step once you have Dim Door).
Animate Objects is the best, followed by Telekinesis.
Globe of Invulnerability and Scatter - if you have at least 4 allies. Scatter is the battlefield control spell - disrupts enemies plans entirely.
Finger of Death and Teleport. But switch out Teleport for Planeshift if you need to.
Dominate Monster and Sunburst. Gate is good, but switch out Teleport to planeshift if you think you need gate.
Psychic Scream ant Time Stop. Taking Time Stop means that starting at 15th level you should re-examine your spells for use with time stop, in particular, take Crown of Stars and other spells that let you prep for later combat.
Your list is great! I like Blade Ward for lower level magic users who still want to melee, but I agree with your distinction of it as a so-so spell, once you get to higher levels.
Hard to comment without specifying what kind of Sorcerer you are intending to build, since they are all specialists. And frankly, only picking out 2 options per spell level is extremely restrictive and a gross oversimplification.
I personally wouldn't touch blade ward with ye olde 10 foot pole. I can always find something better to do with my bonus action and metamagic options...such as make a second attack with boomingblade/greenflame blade. Resistance to physical damage is pretty bleh.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Blade Ward is best for Eldritch Knights for tanking.
And I don't know about swapping Misty Step for Dimension Door- you get a lot of extra slots to use for a second level spell, and by that point you're probably not relying on them for major power.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Blade Ward is best for Eldritch Knights for tanking.
And I don't know about swapping Misty Step for Dimension Door- you get a lot of extra slots to use for a second level spell, and by that point you're probably not relying on them for major power.
I agree.the only time I would do this is with a warlock, as it scales better.
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Blade Ward is best for Eldritch Knights for tanking.
And I don't know about swapping Misty Step for Dimension Door- you get a lot of extra slots to use for a second level spell, and by that point you're probably not relying on them for major power.
I would argue that dodge is a better choice for tanking.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
1. I am fairly certain your link to a separate platform that is heavily monetized with ads for an article that could easily be made here on the forums breaches forum rules.
2. While of course everyone is welcome to their own opinions, I have some issues with the list you present. There are also some issues with how you represent the bonus action rules (specifically that you state that you can Quicken spell Blade Ward and then cast a normal spell. This must happen in the opposite way, Quickening the leveled spell and then Action casting a Cantrip).
Cantrips: Blade Ward is situational at best, it is far from what I would consider a top tier or "best". For that I would personally choose either Minor Illusion or Mold Earth for utility spells and Ray of Frost as a combat cantrip pick.
1st: Shield is a staple. Magic Missile is a staple, if boring. Some consider Chromatic Orb to be overhyped, but with the reduced number of spells known it is nice to have a certain level of versatility (even if you are theming your sorcerer). Chaos bolt is also a good low level pick, dealing an average of 12.5 damage at level1.
2nd: Invisibility and Mirror Image. Sure, they are both good spells, especially with a sorcerer able to get Mirror Image up as a bonus action. So far the list nearly exclusively deals with defensive spells, which can be an issue, but isn't terrible. Invisibility has some good utility uses. Personally I think I'd recommend a control spell, as there are several good ones for sorcerer at this level. Things like Maximilians Earthen Grasp, Levitate or Phantasmal Force, Web... lots of options there. Levitate in particular doubles as both a utility and defense spell
3rd: Haste and Counterspell. Both solid picks. Haste is great with Twinned spell. We still have zero aoe effects, which can be a concern around this level. I dont think everyone MUST take fireball or lightning bolt, but having some sort of aoe is nice (splitting up Magic Missile bolts is usually not a good idea except to make casters make concentration checks). Another excellent pick would be Hypnotic Pattern, which is amazing with the Careful spell metamagic; it fills the gap of a spell that effects multiple targets and the lack of battlefield control.
4ths: Dimension Door and Blight. DD is a great movement spell. Blight is a somewhat questionable damage pick. It does good damage, but is single target and targets constitution, which is generally a tough save to target. Twinned spell does make this pop, but it is getting more expensive to twin spells at 4th+ level. Polymorph is an extremely versatile utility, buff and control spell that should take precedent over blight imo.
5ths: telekinesis and far step. Telekinesis is a solid spell. Far step makes a bit less sense. We have a good movement spell already and Far step takes our concentration. It would be more effective to get a lower level spell like Levitate or Fly to remove us from melee than using concentration to reposition every round. It is a good effect, i just think we can use less costly spells to get the same/similar result. Synaptic Static would be a grear aoe to throw in here as it synergies with Telekinesis and fills our lack of AoE damage.
6ths: chain lightning and Globe of Invulnerability. Both are good spells... but waiting for 11th level to get any level of aoe is just a bit too far. Most campaigns are ending around this point. I don't have an issue with the selection, but rather the delay on getting these abilities.
7ths: teleport and finger of death. Again, decent picks. Teleport is a great convenience and get out of jail free card. Finger of death is a solid single target nuke. I would personally rate Planeshift and Reverse Gravity higher, but these picks make good sense with the rest of your listm
8ths: dominate monster and Earthquake. Dominate monster is good control. Earthquake is a bit meh imo, as it generally disadvantages your team as much as the enemy (and it can be circumvented by a 2nd level cast of levitate). 8th levels are kinda meh in general for sorcerer though. I guess I'd rate sunburst higher.
9ths: gate and mass polymorph. I love gate, but its not a candidate for best 9ths. Mass polymorph also is a bit situational to be considerd a best, mostly because it limits to CR or HALF the targets level. This can essentially give the party an extra 100 or so hitpoints, so its still good, but the best use for it is in conjunction with another caster who summons (or bringing a horde of npcs). Wish is supremely good, and i doubt anyone would contend that it isnt the best 9th. I think its over-relied on, but it is a hugely useful spell. Bit of a toss up between Time Stop and Psychic Scream for the second spot.
Blade Ward is best for Eldritch Knights for tanking.
And I don't know about swapping Misty Step for Dimension Door- you get a lot of extra slots to use for a second level spell, and by that point you're probably not relying on them for major power.
I would argue that dodge is a better choice for tanking.
I think the idea is that with War Magic, casting Blade Ward lets you make a weapon attack as a bonus action. Dodge does not.
Personally, I think there are very few cases where using your action purely for defensive purposes is going to be beneficial. The best way to minimize the damage you take is to kill the things that are damaging you. This is the way the game was designed because frankly battles of attrition are boring and no one wants to play that game.
Unless the environment is harming your enemies, your attacks are totally ineffective, your defensive positioning is a key part of a larger strategy, or there is some other unusual goal for completing the encounter, all you're doing is dragging out the fight.
That was my thinking. And also if you're going to tank, it's better to do it with a fighter that's got a generally deeper HP pool than a wizard and a better AC.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Blade Ward is best for Eldritch Knights for tanking.
And I don't know about swapping Misty Step for Dimension Door- you get a lot of extra slots to use for a second level spell, and by that point you're probably not relying on them for major power.
I would argue that dodge is a better choice for tanking.
I think the idea is that with War Magic, casting Blade Ward lets you make a weapon attack as a bonus action. Dodge does not.
Personally, I think there are very few cases where using your action purely for defensive purposes is going to be beneficial. The best way to minimize the damage you take is to kill the things that are damaging you. This is the way the game was designed because frankly battles of attrition are boring and no one wants to play that game.
Unless the environment is harming your enemies, your attacks are totally ineffective, your defensive positioning is a key part of a larger strategy, or there is some other unusual goal for completing the encounter, all you're doing is dragging out the fight.
Making a basic weapon attack with a sorcerer is usually not a great idea in the first place. If it's not augmented by melee cantrips or some other means, you're doing level 1 quality damage....forever. While I agree with you on doing damage, a sorcerer is /not/ a tank. Blade ward isn't going to let them soak attacks. Rather than cast blade ward...ever...I would prefer to quicken booming blade to get my melee attack in, take the dodge action to impose disadvantage on their attack rolls then move away, or better yet...disengage so they /get/ no opportunity attack. If they chase you, they take damage. If they don't chase you, they don't get to attack you, so you succeeded in getting away anyways.
Another strategy would be to shocking grasp, if you stick it, you can move away without provoking. If there are multiple opponents dodge then move and pray the OAs with disadvantage miss.
Regardless, imo, casting blade ward is nearly always the wrong move.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
The spells best spells a sorcerer can choose and use may change quite a bit depending on what origin and metamagic options you choose.
Careful spell: decent for mitigating damage form AOE blasts if you feel you have to make that call to blow everything up, but most of those spells deal half damage even on a save. Control effects like hypnotic pattern can have a similar effect while not damaging your fellow party members.
distant spell: all kinds of uses as long as you realize that only the spells range description is what’s actually being doubled, not any other distance references in the spells description. For example, this can make dimension doors teleportation distance 1000ft, since the teleportation distance specifies the spells range. An example of how this wouldn’t would be the cantrip magehand. While you could double the distance at which the magehand could be summoned, the sentence in the spell description that states “the hand vanished if it is ever more than 30 feet away from you or cast this spell again” would cause the hand to immediately vanish if distant spell is used to conjure it any farther away than 30ft.
Empowered spell: can drastically increase the amount of damage any spell is likely to do on average, and can be used on the same spell effect multiple times so long as it’s a new damage roll. There are also a number of spells on the sorcerer spell list that deal damage but don’t scale up damage by upcasting. As such, these spells damage cannot easily be increased by any other methods beside the empowered metamatic.
tidal wave, synaptic static, investiture of fire/ice/stone, mental prison, sunbeam, finger of death, firestorm, prismatic spray, whirlwind, abi-dalzim’s horrid wilting, incendiary cloud, and sunburst are examples of these spells. Some are better than others.
extended spell: this metamagic can be used to squeeze more use out of almost any spell you can use it on. The practical effects that this may have on gameplay will depend on the game and the spell, but it can conserve a great deal of slots. For example, a relatively low level sorcerer can use 3-4 points and 3-4 slots to cast and oncentrate on fog clouds to heavily obscure an important area almost all day. The sorcerer could extend an invisibility spell cast on an ally to double the amount of time they can scout and explore. Same use applies for casting the enhance ability or skill empowerment spells. Spells that Don’t require concentration are more reliable to extend though. Aid is a great spell to extend for divine souls as it’s casting can extend into the following adventuring day.
Heightened spell: very expensive, usually only useful for very impactful single target spells.
Quickened spell: usually used offensively to cast a leveled spell as a bonus action and a follow up cantrip(which could potentially be twinned) for more damage. Can be used defensively too though, as bladeward/mirror image/blur/etc can be cast as a bonus action leaving your action free to disengage/dodge/dash or cast bladeward or another cantrip.
subtle spell: can be used to remove any verbal or somatic components from any spell. This can be used to cast spells with verbal components in silenced areas. It can also be used to cast spells with verbal or somatic components but lacking material components without being able to be counterspelled as this requires sight and knowledge of the spellcasting. Causing seemingly spontaneously occurring spell effects can have large impacts on gameplay.
Twinned spell: potentially super powerful and also expensive. Also fairly complicated and prone to causing arguments at the table since there seems to be additional criteria that should be clarified and added to the PHB regarding targets in general or maybe specific to spellcasting. The responses with tweets and the sections in sage advice compendium attempting to clarify targeting ultimately don’t seem to make the feature that much clearer. More than any other feature a player needs to carefully read each of their spells and compare it to the twinned feature to figure out its applicability.
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Making sure your spell list is a good balance of utility, defense, and offensive spells is important to keeping your character out of trouble and more than just a Fireball cannon. I've organized this list of the best spells for each level of the Sorcerer list. What are your favorite spells? What is your least favorite spell? Do you think there is anything missing from this list?
You put Blade Ward on the list? It is at best a so-so spell. If your AC is reasonable, Dodge is better. Quickened barely makes it worth it. Most of the time a solid Frostbite spell will be better.
Mage Hand and Minor Illusion are my favorite sorcerer Cantrips. The attack spell I choose based on other build factors, but often Chill Touch, Fire Bolt and Frostbite are the ones I look at first.
Your list is great! I like Blade Ward for lower level magic users who still want to melee, but I agree with your distinction of it as a so-so spell, once you get to higher levels.
Hard to comment without specifying what kind of Sorcerer you are intending to build, since they are all specialists. And frankly, only picking out 2 options per spell level is extremely restrictive and a gross oversimplification.
I personally wouldn't touch blade ward with ye olde 10 foot pole. I can always find something better to do with my bonus action and metamagic options...such as make a second attack with boomingblade/greenflame blade. Resistance to physical damage is pretty bleh.
EDIT: My list would be
Minor Illusion and Presitidigitation
1 - Shield, Sleep
2- Misty Step, Shatter
3- fireball, hypnotic pattern
4. polymorph, greater invisibility
5. synaptic static, far step
6. disintigrate, globe of invulnerability
7. crown of stars, reverse gravity
8. sunburst, incendiary cloud
9. wish, meteor swarm
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Blade Ward is best for Eldritch Knights for tanking.
And I don't know about swapping Misty Step for Dimension Door- you get a lot of extra slots to use for a second level spell, and by that point you're probably not relying on them for major power.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I agree.the only time I would do this is with a warlock, as it scales better.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
I would argue that dodge is a better choice for tanking.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
1. I am fairly certain your link to a separate platform that is heavily monetized with ads for an article that could easily be made here on the forums breaches forum rules.
2. While of course everyone is welcome to their own opinions, I have some issues with the list you present. There are also some issues with how you represent the bonus action rules (specifically that you state that you can Quicken spell Blade Ward and then cast a normal spell. This must happen in the opposite way, Quickening the leveled spell and then Action casting a Cantrip).
Cantrips: Blade Ward is situational at best, it is far from what I would consider a top tier or "best". For that I would personally choose either Minor Illusion or Mold Earth for utility spells and Ray of Frost as a combat cantrip pick.
1st: Shield is a staple. Magic Missile is a staple, if boring. Some consider Chromatic Orb to be overhyped, but with the reduced number of spells known it is nice to have a certain level of versatility (even if you are theming your sorcerer). Chaos bolt is also a good low level pick, dealing an average of 12.5 damage at level1.
2nd: Invisibility and Mirror Image. Sure, they are both good spells, especially with a sorcerer able to get Mirror Image up as a bonus action. So far the list nearly exclusively deals with defensive spells, which can be an issue, but isn't terrible. Invisibility has some good utility uses. Personally I think I'd recommend a control spell, as there are several good ones for sorcerer at this level. Things like Maximilians Earthen Grasp, Levitate or Phantasmal Force, Web... lots of options there. Levitate in particular doubles as both a utility and defense spell
3rd: Haste and Counterspell. Both solid picks. Haste is great with Twinned spell. We still have zero aoe effects, which can be a concern around this level. I dont think everyone MUST take fireball or lightning bolt, but having some sort of aoe is nice (splitting up Magic Missile bolts is usually not a good idea except to make casters make concentration checks). Another excellent pick would be Hypnotic Pattern, which is amazing with the Careful spell metamagic; it fills the gap of a spell that effects multiple targets and the lack of battlefield control.
4ths: Dimension Door and Blight. DD is a great movement spell. Blight is a somewhat questionable damage pick. It does good damage, but is single target and targets constitution, which is generally a tough save to target. Twinned spell does make this pop, but it is getting more expensive to twin spells at 4th+ level. Polymorph is an extremely versatile utility, buff and control spell that should take precedent over blight imo.
5ths: telekinesis and far step. Telekinesis is a solid spell. Far step makes a bit less sense. We have a good movement spell already and Far step takes our concentration. It would be more effective to get a lower level spell like Levitate or Fly to remove us from melee than using concentration to reposition every round. It is a good effect, i just think we can use less costly spells to get the same/similar result. Synaptic Static would be a grear aoe to throw in here as it synergies with Telekinesis and fills our lack of AoE damage.
6ths: chain lightning and Globe of Invulnerability. Both are good spells... but waiting for 11th level to get any level of aoe is just a bit too far. Most campaigns are ending around this point. I don't have an issue with the selection, but rather the delay on getting these abilities.
7ths: teleport and finger of death. Again, decent picks. Teleport is a great convenience and get out of jail free card. Finger of death is a solid single target nuke. I would personally rate Planeshift and Reverse Gravity higher, but these picks make good sense with the rest of your listm
8ths: dominate monster and Earthquake. Dominate monster is good control. Earthquake is a bit meh imo, as it generally disadvantages your team as much as the enemy (and it can be circumvented by a 2nd level cast of levitate). 8th levels are kinda meh in general for sorcerer though. I guess I'd rate sunburst higher.
9ths: gate and mass polymorph. I love gate, but its not a candidate for best 9ths. Mass polymorph also is a bit situational to be considerd a best, mostly because it limits to CR or HALF the targets level. This can essentially give the party an extra 100 or so hitpoints, so its still good, but the best use for it is in conjunction with another caster who summons (or bringing a horde of npcs). Wish is supremely good, and i doubt anyone would contend that it isnt the best 9th. I think its over-relied on, but it is a hugely useful spell. Bit of a toss up between Time Stop and Psychic Scream for the second spot.
I think the idea is that with War Magic, casting Blade Ward lets you make a weapon attack as a bonus action. Dodge does not.
Personally, I think there are very few cases where using your action purely for defensive purposes is going to be beneficial. The best way to minimize the damage you take is to kill the things that are damaging you. This is the way the game was designed because frankly battles of attrition are boring and no one wants to play that game.
Unless the environment is harming your enemies, your attacks are totally ineffective, your defensive positioning is a key part of a larger strategy, or there is some other unusual goal for completing the encounter, all you're doing is dragging out the fight.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
That was my thinking. And also if you're going to tank, it's better to do it with a fighter that's got a generally deeper HP pool than a wizard and a better AC.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Making a basic weapon attack with a sorcerer is usually not a great idea in the first place. If it's not augmented by melee cantrips or some other means, you're doing level 1 quality damage....forever. While I agree with you on doing damage, a sorcerer is /not/ a tank. Blade ward isn't going to let them soak attacks. Rather than cast blade ward...ever...I would prefer to quicken booming blade to get my melee attack in, take the dodge action to impose disadvantage on their attack rolls then move away, or better yet...disengage so they /get/ no opportunity attack. If they chase you, they take damage. If they don't chase you, they don't get to attack you, so you succeeded in getting away anyways.
Another strategy would be to shocking grasp, if you stick it, you can move away without provoking. If there are multiple opponents dodge then move and pray the OAs with disadvantage miss.
Regardless, imo, casting blade ward is nearly always the wrong move.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
The spells best spells a sorcerer can choose and use may change quite a bit depending on what origin and metamagic options you choose.
Careful spell: decent for mitigating damage form AOE blasts if you feel you have to make that call to blow everything up, but most of those spells deal half damage even on a save. Control effects like hypnotic pattern can have a similar effect while not damaging your fellow party members.
distant spell: all kinds of uses as long as you realize that only the spells range description is what’s actually being doubled, not any other distance references in the spells description. For example, this can make dimension doors teleportation distance 1000ft, since the teleportation distance specifies the spells range. An example of how this wouldn’t would be the cantrip magehand. While you could double the distance at which the magehand could be summoned, the sentence in the spell description that states “the hand vanished if it is ever more than 30 feet away from you or cast this spell again” would cause the hand to immediately vanish if distant spell is used to conjure it any farther away than 30ft.
Empowered spell: can drastically increase the amount of damage any spell is likely to do on average, and can be used on the same spell effect multiple times so long as it’s a new damage roll. There are also a number of spells on the sorcerer spell list that deal damage but don’t scale up damage by upcasting. As such, these spells damage cannot easily be increased by any other methods beside the empowered metamatic.
tidal wave, synaptic static, investiture of fire/ice/stone, mental prison, sunbeam, finger of death, firestorm, prismatic spray, whirlwind, abi-dalzim’s horrid wilting, incendiary cloud, and sunburst are examples of these spells. Some are better than others.
extended spell: this metamagic can be used to squeeze more use out of almost any spell you can use it on. The practical effects that this may have on gameplay will depend on the game and the spell, but it can conserve a great deal of slots. For example, a relatively low level sorcerer can use 3-4 points and 3-4 slots to cast and oncentrate on fog clouds to heavily obscure an important area almost all day. The sorcerer could extend an invisibility spell cast on an ally to double the amount of time they can scout and explore. Same use applies for casting the enhance ability or skill empowerment spells. Spells that Don’t require concentration are more reliable to extend though. Aid is a great spell to extend for divine souls as it’s casting can extend into the following adventuring day.
Heightened spell: very expensive, usually only useful for very impactful single target spells.
Quickened spell: usually used offensively to cast a leveled spell as a bonus action and a follow up cantrip(which could potentially be twinned) for more damage. Can be used defensively too though, as bladeward/mirror image/blur/etc can be cast as a bonus action leaving your action free to disengage/dodge/dash or cast bladeward or another cantrip.
subtle spell: can be used to remove any verbal or somatic components from any spell. This can be used to cast spells with verbal components in silenced areas. It can also be used to cast spells with verbal or somatic components but lacking material components without being able to be counterspelled as this requires sight and knowledge of the spellcasting. Causing seemingly spontaneously occurring spell effects can have large impacts on gameplay.
Twinned spell: potentially super powerful and also expensive. Also fairly complicated and prone to causing arguments at the table since there seems to be additional criteria that should be clarified and added to the PHB regarding targets in general or maybe specific to spellcasting. The responses with tweets and the sections in sage advice compendium attempting to clarify targeting ultimately don’t seem to make the feature that much clearer. More than any other feature a player needs to carefully read each of their spells and compare it to the twinned feature to figure out its applicability.