They're easily one of the weaker classes in the game and it's for reasons that they've even sort of acknowledged with the later sub-classes. Namely that the limited spell list is extremely crippling and meta-magic isn't enough to make up for it. Here's my suggestions on how to improve the class.
1) Either give them three meta-magics when they hit level 3, or make some version of quick-casting something they can do innately. Something like 'Once per turn, you can cast a cantrip in addition to a normal spell using your bonus action. You can use this feature a number of times per day equal to your CHA modifier.'
2) Increase their amount of spells known. Sorcs currently have no room for flab in their spell list. Everything needs to be perfect and they can't really afford sub-par spells if they want to perform well. At the very least a full CHA sorc should be batting in the 18-20 spells known range. This can also be done by making sure each sub-class gets access to a bunch of innate spells (which is what they did with later subclasses).
3) Give them a bit of flexibility. Currently they can only swap out spells when they level up. Depending on the system that may be a long way away to swap out a bad pick for something superior. So I suggest 'Once per level, during a long rest you can swap out one sorcerer spell or cantrip for another sorcerer spell or cantrip. Spells must be exchanged for spells and cantrips must be exchanged for cantrips.' That way if you picked up something and found out it sucked you can swap it out without having to wait till a level-up.
4) For wild-magic specifically, let them trigger off a surge to regain a spell slot on their own; without needing GM intervention or anything. I don't know if this should be limited or the inherent downside of the roll is enough, but if someone picks the class odds are they WANT the surges to happen for the chaos. Yet if the GM forgets about it or just doesn't trigger them, they're now just... weaker than any other subclass.
They're easily one of the weaker classes in the game and it's for reasons that they've even sort of acknowledged with the later sub-classes. Namely that the limited spell list is extremely crippling and meta-magic isn't enough to make up for it. Here's my suggestions on how to improve the class.
1) Either give them three meta-magics when they hit level 3, or make some version of quick-casting something they can do innately. Something like 'Once per turn, you can cast a cantrip in addition to a normal spell using your bonus action. You can use this feature a number of times per day equal to your CHA modifier.'
2) Increase their amount of spells known. Sorcs currently have no room for flab in their spell list. Everything needs to be perfect and they can't really afford sub-par spells if they want to perform well. At the very least a full CHA sorc should be batting in the 18-20 spells known range. This can also be done by making sure each sub-class gets access to a bunch of innate spells (which is what they did with later subclasses).
3) Give them a bit of flexibility. Currently they can only swap out spells when they level up. Depending on the system that may be a long way away to swap out a bad pick for something superior. So I suggest 'Once per level, during a long rest you can swap out one sorcerer spell or cantrip for another sorcerer spell or cantrip. Spells must be exchanged for spells and cantrips must be exchanged for cantrips.' That way if you picked up something and found out it sucked you can swap it out without having to wait till a level-up.
4) For wild-magic specifically, let them trigger off a surge to regain a spell slot on their own; without needing GM intervention or anything. I don't know if this should be limited or the inherent downside of the roll is enough, but if someone picks the class odds are they WANT the surges to happen for the chaos. Yet if the GM forgets about it or just doesn't trigger them, they're now just... weaker than any other subclass.
Sorcerers are still spell casters. They are definitely one of the weaker spell casters and need a little help, but they don't need nearly as much help as the martial classes with no spells like the rogue, monk, fighter and barbarian.
Sorcerers do need some help. I think we will definitely see them all get some more spells from their subclass as we have been with the newer ones. That has been a popular move, and it makes them more payable. I have already been giving any Sorcerer in my games additional spells using the same guidelines for older subclasses.
And the Wild Magic thing is true. People who pick that origin want it to actually happen. I let my current player roll the 1 in 20 chance on every spell . But it still rarely ever comes up. They end up forcing it with Tides of Chaos just to have the subclass do something.
It could also stand to get a larger table. I know that space is limited. But more results would be more fun after you've repeated some a few times.
Sorcerers do need some help. I think we will definitely see them all get some more spells from their subclass as we have been with the newer ones. That has been a popular move, and it makes them more payable. I have already been giving any Sorcerer in my games additional spells using the same guidelines for older subclasses.
And the Wild Magic thing is true. People who pick that origin want it to actually happen. I let my current player roll the 1 in 20 chance on every spell . But it still rarely ever comes up. They end up forcing it with Tides of Chaos just to have the subclass do something.
It could also stand to get a larger table. I know that space is limited. But more results would be more fun after you've repeated some a few times.
If the wild magic surge isn't happening often enough to suit you and your player, change the die from a D20 to a D12 or a D10. It will make the wild magic surges more frequent.
They're easily one of the weaker classes in the game and it's for reasons that they've even sort of acknowledged with the later sub-classes. Namely that the limited spell list is extremely crippling and meta-magic isn't enough to make up for it. Here's my suggestions on how to improve the class.
1) Either give them three meta-magics when they hit level 3, or make some version of quick-casting something they can do innately. Something like 'Once per turn, you can cast a cantrip in addition to a normal spell using your bonus action. You can use this feature a number of times per day equal to your CHA modifier.'
2) Increase their amount of spells known. Sorcs currently have no room for flab in their spell list. Everything needs to be perfect and they can't really afford sub-par spells if they want to perform well. At the very least a full CHA sorc should be batting in the 18-20 spells known range. This can also be done by making sure each sub-class gets access to a bunch of innate spells (which is what they did with later subclasses).
3) Give them a bit of flexibility. Currently they can only swap out spells when they level up. Depending on the system that may be a long way away to swap out a bad pick for something superior. So I suggest 'Once per level, during a long rest you can swap out one sorcerer spell or cantrip for another sorcerer spell or cantrip. Spells must be exchanged for spells and cantrips must be exchanged for cantrips.' That way if you picked up something and found out it sucked you can swap it out without having to wait till a level-up.
4) For wild-magic specifically, let them trigger off a surge to regain a spell slot on their own; without needing GM intervention or anything. I don't know if this should be limited or the inherent downside of the roll is enough, but if someone picks the class odds are they WANT the surges to happen for the chaos. Yet if the GM forgets about it or just doesn't trigger them, they're now just... weaker than any other subclass.
I think more Metamagics is the way to go. I think you should start with 2, but then get one every time you get an ASI. I really want to say you should just get them all, since they all costs Sorcery points, but I'm not entirely sure how balanced that would be.
Sorcerers do need some help. I think we will definitely see them all get some more spells from their subclass as we have been with the newer ones. That has been a popular move, and it makes them more payable. I have already been giving any Sorcerer in my games additional spells using the same guidelines for older subclasses.
And the Wild Magic thing is true. People who pick that origin want it to actually happen. I let my current player roll the 1 in 20 chance on every spell . But it still rarely ever comes up. They end up forcing it with Tides of Chaos just to have the subclass do something.
It could also stand to get a larger table. I know that space is limited. But more results would be more fun after you've repeated some a few times.
If the wild magic surge isn't happening often enough to suit you and your player, change the die from a D20 to a D12 or a D10. It will make the wild magic surges more frequent.
That's a good idea. I have considered making the roll that is needed to trigger it equal to the level of the spell cast. So a 3rd level spell would surge on a d20 roll of 1, 2, or 3 for example. That way it would still be relatively safe for a low level party, but get more dangerous the stronger the spell. It seems to fit the theme pretty well. I haven't tested it yet though.
Sorcerer is definitely not one of the weaker classes, Sorcerer is actually one of the highest DPR classes in the game. Sorcerer might lack the toolkit that Wizard has, and that is okay because Sorcerer not only has that higher DPR but it also has high Charisma which makes it a pretty good class for social encounters too. While Sorcerer could use a couple more spells, I'd question giving them too much. Wizard having more versatility is basically all it has over sorcerer and as far as versatility goes, Sorcerer is still more versatile than most of the Martials.
In general, spell casters, more so Wizard, Cleric & Sorcerer, all need nerfing, not buffing.
Whether spellcasters or martials need changes overall is kind of a different topic altogether. (One covered in a number of very long threads in this same forum.)
While balance is certainly important for any changes to a class, I still think Sorcerers need a few more spell options. And the fact that all the new subclasses have them, tailor made to suit their theme, says we will probably see more of that in the UA.
25 total spells known at level 20 isn't going to step on a Wizard's toes too much.
Certainly more than the 15 they get base. I get that it's supposed to be for 'balance' since they don't have to prepare spells; but let's be honest here, it only rarely works out that way. Especially since wizards no longer need to prep each individual spot and can just 'know' spells now. I also don't have a problem with martials getting a buff, but just because they need one doesn't mean sorcs don't. And even if sorcs DO need a nerf that doesn't mean that they also don't need a buff in other areas.
Certainly more than the 15 they get base. I get that it's supposed to be for 'balance' since they don't have to prepare spells; but let's be honest here, it only rarely works out that way. Especially since wizards no longer need to prep each individual spot and can just 'know' spells now. I also don't have a problem with martials getting a buff, but just because they need one doesn't mean sorcs don't. And even if sorcs DO need a nerf that doesn't mean that they also don't need a buff in other areas.
Buff is a generic term and what you used for the topic, but overall, I still don't actually think Sorcerer need that many more spells, as stated the fact they have a limited number is there too keep them balanced, if you add spells too sorcerer than it's one balancing feature will be gone. In other words too add more spells or meta magics to sorcerer, they would need a weakness added in another area to compensate given Sorcerer is already one of the highest DPR classes around which can beat out any other spell caster for damage.
Certainly more than the 15 they get base. I get that it's supposed to be for 'balance' since they don't have to prepare spells; but let's be honest here, it only rarely works out that way. Especially since wizards no longer need to prep each individual spot and can just 'know' spells now. I also don't have a problem with martials getting a buff, but just because they need one doesn't mean sorcs don't. And even if sorcs DO need a nerf that doesn't mean that they also don't need a buff in other areas.
Buff is a generic term and what you used for the topic, but overall, I still don't actually think Sorcerer need that many more spells, as stated the fact they have a limited number is there too keep them balanced, if you add spells too sorcerer than it's one balancing feature will be gone. In other words too add more spells or meta magics to sorcerer, they would need a weakness added in another area to compensate given Sorcerer is already one of the highest DPR classes around which can beat out any other spell caster for damage.
Bingo. Meta magic is the feature that makes up for the lower flexibility in spell choices currently. I'll be interested in seeing what WOtC does to limit their spell list if they make them a prepared caster like wizards are with the upcoming errata.
I highly suspect One D&D will make Sorcerers preparation casters, which makes me sad. Flavourwise and mechanically the limitation on spells known made Sorcerer feel unique and special - and made way more logical sense (how does someone with innate magical abilities choose what spells they can cast?). Sure they didn't have the utility and flexibility of Wizard but that was a good thing IMO because it made them DIFFERENT! Tasha's sorcerers really just feel like CHA-based Wizards since they have so many and so much flexibility with their spells. If they make sorcerers just another Arcane Preparation caster they need to give them something more than Metamagic to make them feel special.
25 spells at level 20 just isn't really too many spells (Technically they stop gaining total spells at level 17). A Wizard will know 44 at level 20, even if their DM never once gives them a spell scroll or other opportunity to add to their book. They could easily know 25 level 1 spells alone by that point within the rules.
I doubt they are going to make Sorcerers prepare spells. It doesn't fit the theme. Bards and Rangers are supposed to be 'experts,' so some flexibility makes sense. Even though I'm still not personally sold on the idea of them preparing spells, I can at least see some logic.
But Tasha's Sorcerers are the direction they are moving in design. These subclasses were very well received because of the few extra spells they got. It gave the player some needed breathing room. And they tie into the subclass themes well. Many of the subclass spells are nice utility to have, but are not ones a player normal feels they can 'waste' a slot on. So they enhance the theme without making the class overpowered. I suspect this is exactly what the new class will look like when it comes out. Don't be too surprised if we get a Draconic Sorcerer in the Mages pack that has extra spells based on your chosen dragon type.
Metamagic also needs help. That's the core class feature. Some options are rarely taken and almost none of them are especially strong. I would like to see some changes like:
Careful Spell - no limit to who you can protect from area spells, and no damage done to allies
Distant Spell - maybe increase touch range to 60' (this one is already better than some people give it credit for)
Empowered Spell - no limit to dice re-rolled, or reroll all 1s and 2s
Extended Spell - longer duration, maybe as long as you can hold concentration
Heightened Spell - cheaper point cost
Quickened Spell - good
Seeking Spell - cost 1 point, reroll attack rolls and ignore cover
Subtle Spell - good
Transmuted Spell - good
Twinned Spell - clean up language and allow more spells to be used RAW
I also think you should be able to use as many metamagic options on one spell as you feel like dumping sorcery points into. Let the Sorcerer go nova once a day if they feel like it. There are already so many other limits.
I think if extended spell allowed a spell to last without concentrating on it for even 2 rounds or a meta magic that does something like that would be really cool.
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. You regain the use of this ability whenever you finish a long rest.
Metamagic (Replacement Feature)
3rd-level Sorcerer feature
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 7th, 10th, 13th, and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Weave Manipulation (Additional Feature)
3rd-level Sorcerer feature
You can use your innate connection to the weave to cast spells currently unknown to you. As an action, choose a spell from the sorcerer spell list with a casting time of 1 action. The spell must be of a level you can already learn, and no higher than 5th level. The spell is cast at its lowest level, and costs a number of sorcery points required to create a spell slot of the same level. Once you use this feature you cannot use it again until you finish a short or long rest.
Magical Mastery (Replacement Feature)
20th-level Sorcerer feature
You have achieved such mastery over certain spells that you can cast them at will, and have even achieved a degree of mastery over yourself.
Arcane Versatility. Choose a 1st-level spell and a 2nd-level from the sorcerer spell list. These spells do not count as known spells, and do not against your number of spells known. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. At the end of a long rest, you can exchange one or both of the spells you chose for different spells of the same levels from the sorcerer spell list.
Metaconcentration. When you cast a 1st-level sorcerer spell you know that requires concentration, you can spend 2 sorcery points to ignore the concentration requirement for that spell. That spell lasts for its full duration without concentration, and it does not end concentration on any other spell or ability that requires concentration. You can use this ability once, and regain the use of this ability whenever you finish a short or long rest.
Once per day when you finish a short rest, you can recover a number of sorcery points equal to one third your sorcerer level (rounded up). For example, if you're a 4th-level sorcerer, you can recover up to two sorcery points. You regain the use of this ability whenever you finish a long rest.
Metamagic (Replacement Feature)
3rd-level Sorcerer feature
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 7th, 10th, 13th, and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Weave Manipulation (Additional Feature)
3rd-level Sorcerer feature
You can use your innate connection to the weave to cast spells currently unknown to you. As an action, choose a spell from the sorcerer spell list with a casting time of 1 action. The spell must be of a level you can already learn, and no higher than 5th level. The spell is cast at its lowest level, and costs a number of sorcery points required to create a spell slot of the same level. Once you use this feature you cannot use it again until you finish a short or long rest.
Magical Mastery (Replacement Feature)
20th-level Sorcerer feature
You have achieved such mastery over certain spells that you can cast them at will, and have even achieved a degree of mastery over yourself.
Arcane Versatility. Choose a 1st-level spell and a 2nd-level from the sorcerer spell list. These spells do not count as known spells, and do not against your number of spells known. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. At the end of a long rest, you can exchange one or both of the spells you chose for different spells of the same levels from the sorcerer spell list.
Metaconcentration. When you cast a 1st-level sorcerer spell you know that requires concentration, you can spend 2 sorcery points to ignore the concentration requirement for that spell. That spell lasts for its full duration without concentration, and it does not end concentration on any other spell or ability that requires concentration. You can use this ability once, and regain the use of this ability whenever you finish a short or long rest.
I don't know if stealing the Wizard ability and giving it to Sorcerer is such a great idea. That's the coolest part of Wizard IMO, and one of the coolest features in the game, and giving it to another class makes it feel much less special.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
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I made a sorcerer rework a little bit ago! Here's the main things I changed:
Spellcasting - you have a number of spells equal to 1 + your sorcerer level, and whenever you finish a long rest, you can replace one spell, and whenever you level up in sorcerer, you can replace all your spells. Never really realised why WotC decided to give them fewer spells as they get to higher levels. Also, letting them change out a few spells means they don't accidentally get locked into terrible choices, while not fully stepping on the toes of prepared casters.
Sorcerous Origin - all subclasses get 10 spells for free, like cleric domain spells, and all of them have the ability to change them out like Clockwork Magic and Psionic Spells for clockwork soul and aberrant mind. More spells! In total, you get 31 spells, which is still less than prepared full casters, who get more to begin with (1 + Wis beats 2 at 1st level) and also get more at the end (35 total, versus 31)
Sorcerous Recovery, 2nd level - once per day, regain prof bonus sorcery points when you finish a long rest. basically like Arcane Recovery, a chance for sorcerers to get a bit more bang for their buck.
Metamagic Mastery, 18th level - choose two metamagics, and you can reduce their initial sorcery point cost by 1.
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They're easily one of the weaker classes in the game and it's for reasons that they've even sort of acknowledged with the later sub-classes. Namely that the limited spell list is extremely crippling and meta-magic isn't enough to make up for it. Here's my suggestions on how to improve the class.
1) Either give them three meta-magics when they hit level 3, or make some version of quick-casting something they can do innately. Something like 'Once per turn, you can cast a cantrip in addition to a normal spell using your bonus action. You can use this feature a number of times per day equal to your CHA modifier.'
2) Increase their amount of spells known. Sorcs currently have no room for flab in their spell list. Everything needs to be perfect and they can't really afford sub-par spells if they want to perform well. At the very least a full CHA sorc should be batting in the 18-20 spells known range. This can also be done by making sure each sub-class gets access to a bunch of innate spells (which is what they did with later subclasses).
3) Give them a bit of flexibility. Currently they can only swap out spells when they level up. Depending on the system that may be a long way away to swap out a bad pick for something superior. So I suggest 'Once per level, during a long rest you can swap out one sorcerer spell or cantrip for another sorcerer spell or cantrip. Spells must be exchanged for spells and cantrips must be exchanged for cantrips.' That way if you picked up something and found out it sucked you can swap it out without having to wait till a level-up.
4) For wild-magic specifically, let them trigger off a surge to regain a spell slot on their own; without needing GM intervention or anything. I don't know if this should be limited or the inherent downside of the roll is enough, but if someone picks the class odds are they WANT the surges to happen for the chaos. Yet if the GM forgets about it or just doesn't trigger them, they're now just... weaker than any other subclass.
Sorcerers are still spell casters. They are definitely one of the weaker spell casters and need a little help, but they don't need nearly as much help as the martial classes with no spells like the rogue, monk, fighter and barbarian.
Sorcerers do need some help. I think we will definitely see them all get some more spells from their subclass as we have been with the newer ones. That has been a popular move, and it makes them more payable. I have already been giving any Sorcerer in my games additional spells using the same guidelines for older subclasses.
And the Wild Magic thing is true. People who pick that origin want it to actually happen. I let my current player roll the 1 in 20 chance on every spell . But it still rarely ever comes up. They end up forcing it with Tides of Chaos just to have the subclass do something.
It could also stand to get a larger table. I know that space is limited. But more results would be more fun after you've repeated some a few times.
If the wild magic surge isn't happening often enough to suit you and your player, change the die from a D20 to a D12 or a D10. It will make the wild magic surges more frequent.
I think more Metamagics is the way to go. I think you should start with 2, but then get one every time you get an ASI. I really want to say you should just get them all, since they all costs Sorcery points, but I'm not entirely sure how balanced that would be.
That's a good idea. I have considered making the roll that is needed to trigger it equal to the level of the spell cast. So a 3rd level spell would surge on a d20 roll of 1, 2, or 3 for example. That way it would still be relatively safe for a low level party, but get more dangerous the stronger the spell. It seems to fit the theme pretty well. I haven't tested it yet though.
Sorcerer is definitely not one of the weaker classes, Sorcerer is actually one of the highest DPR classes in the game. Sorcerer might lack the toolkit that Wizard has, and that is okay because Sorcerer not only has that higher DPR but it also has high Charisma which makes it a pretty good class for social encounters too. While Sorcerer could use a couple more spells, I'd question giving them too much. Wizard having more versatility is basically all it has over sorcerer and as far as versatility goes, Sorcerer is still more versatile than most of the Martials.
In general, spell casters, more so Wizard, Cleric & Sorcerer, all need nerfing, not buffing.
Whether spellcasters or martials need changes overall is kind of a different topic altogether. (One covered in a number of very long threads in this same forum.)
While balance is certainly important for any changes to a class, I still think Sorcerers need a few more spell options. And the fact that all the new subclasses have them, tailor made to suit their theme, says we will probably see more of that in the UA.
25 total spells known at level 20 isn't going to step on a Wizard's toes too much.
Certainly more than the 15 they get base. I get that it's supposed to be for 'balance' since they don't have to prepare spells; but let's be honest here, it only rarely works out that way. Especially since wizards no longer need to prep each individual spot and can just 'know' spells now. I also don't have a problem with martials getting a buff, but just because they need one doesn't mean sorcs don't. And even if sorcs DO need a nerf that doesn't mean that they also don't need a buff in other areas.
Buff is a generic term and what you used for the topic, but overall, I still don't actually think Sorcerer need that many more spells, as stated the fact they have a limited number is there too keep them balanced, if you add spells too sorcerer than it's one balancing feature will be gone. In other words too add more spells or meta magics to sorcerer, they would need a weakness added in another area to compensate given Sorcerer is already one of the highest DPR classes around which can beat out any other spell caster for damage.
Bingo. Meta magic is the feature that makes up for the lower flexibility in spell choices currently. I'll be interested in seeing what WOtC does to limit their spell list if they make them a prepared caster like wizards are with the upcoming errata.
I highly suspect One D&D will make Sorcerers preparation casters, which makes me sad. Flavourwise and mechanically the limitation on spells known made Sorcerer feel unique and special - and made way more logical sense (how does someone with innate magical abilities choose what spells they can cast?). Sure they didn't have the utility and flexibility of Wizard but that was a good thing IMO because it made them DIFFERENT! Tasha's sorcerers really just feel like CHA-based Wizards since they have so many and so much flexibility with their spells. If they make sorcerers just another Arcane Preparation caster they need to give them something more than Metamagic to make them feel special.
25 spells at level 20 just isn't really too many spells (Technically they stop gaining total spells at level 17). A Wizard will know 44 at level 20, even if their DM never once gives them a spell scroll or other opportunity to add to their book. They could easily know 25 level 1 spells alone by that point within the rules.
I doubt they are going to make Sorcerers prepare spells. It doesn't fit the theme. Bards and Rangers are supposed to be 'experts,' so some flexibility makes sense. Even though I'm still not personally sold on the idea of them preparing spells, I can at least see some logic.
But Tasha's Sorcerers are the direction they are moving in design. These subclasses were very well received because of the few extra spells they got. It gave the player some needed breathing room. And they tie into the subclass themes well. Many of the subclass spells are nice utility to have, but are not ones a player normal feels they can 'waste' a slot on. So they enhance the theme without making the class overpowered. I suspect this is exactly what the new class will look like when it comes out. Don't be too surprised if we get a Draconic Sorcerer in the Mages pack that has extra spells based on your chosen dragon type.
Metamagic also needs help. That's the core class feature. Some options are rarely taken and almost none of them are especially strong. I would like to see some changes like:
Careful Spell - no limit to who you can protect from area spells, and no damage done to allies
Distant Spell - maybe increase touch range to 60' (this one is already better than some people give it credit for)
Empowered Spell - no limit to dice re-rolled, or reroll all 1s and 2s
Extended Spell - longer duration, maybe as long as you can hold concentration
Heightened Spell - cheaper point cost
Quickened Spell - good
Seeking Spell - cost 1 point, reroll attack rolls and ignore cover
Subtle Spell - good
Transmuted Spell - good
Twinned Spell - clean up language and allow more spells to be used RAW
I also think you should be able to use as many metamagic options on one spell as you feel like dumping sorcery points into. Let the Sorcerer go nova once a day if they feel like it. There are already so many other limits.
Hmm...

Buff Sorcerers, you say?
Please do not contact or message me.
Forget every other suggestion I've made, THIS is what I want from a Sorcerer now! :)
I think if extended spell allowed a spell to last without concentrating on it for even 2 rounds or a meta magic that does something like that would be really cool.
This is how I would personally fix Sorcerers:
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I don't know if stealing the Wizard ability and giving it to Sorcerer is such a great idea. That's the coolest part of Wizard IMO, and one of the coolest features in the game, and giving it to another class makes it feel much less special.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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I think it should have been a Sorcerer feature in the first place. 🤷♂️
It feels more “Sorcerery” to me than “Wizardish.”
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I made a sorcerer rework a little bit ago! Here's the main things I changed:
Spellcasting - you have a number of spells equal to 1 + your sorcerer level, and whenever you finish a long rest, you can replace one spell, and whenever you level up in sorcerer, you can replace all your spells. Never really realised why WotC decided to give them fewer spells as they get to higher levels. Also, letting them change out a few spells means they don't accidentally get locked into terrible choices, while not fully stepping on the toes of prepared casters.
Sorcerous Origin - all subclasses get 10 spells for free, like cleric domain spells, and all of them have the ability to change them out like Clockwork Magic and Psionic Spells for clockwork soul and aberrant mind. More spells! In total, you get 31 spells, which is still less than prepared full casters, who get more to begin with (1 + Wis beats 2 at 1st level) and also get more at the end (35 total, versus 31)
Sorcerous Recovery, 2nd level - once per day, regain prof bonus sorcery points when you finish a long rest. basically like Arcane Recovery, a chance for sorcerers to get a bit more bang for their buck.
Metamagic Mastery, 18th level - choose two metamagics, and you can reduce their initial sorcery point cost by 1.