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):
- Elemental Bane (for Draconic Bloodline sorcerers)
- Aura of Vitality (for Divine Soul sorcerers)
- Aura of Life (for Divine Soul sorcerers)
- Circle of Power (for Divine Soul sorcerers)
- Inflict Wounds (for Shadow Magic sorcerers)
- Vampiric Touch (for Shadow Magic sorcerers)
- Shadow of Moil (for Shadow Magic sorcerers)
- Negative Energy Flood (for Shadow Magic sorcerers)
- Call Lightning (for Storm Sorcery sorcerers)
- Destructive Wave (for Storm Sorcery sorcerers)
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)?