somwhere I read that hex doesn't stack with Magic Missiles, but hexblade curse does, so it could be 3d4+12 = 19,5 dmg...Vhuman - magic initiate (hex or hunters mark) - Wizard. Bonus Action - hex, Action - Magic missiles -> 3d4+3 + 3d6 = 21 dmg and no attack roll. Or am I wrong? And two slots remain for doing it again next two turn.
Hex is bonus action casting time. And if you can't use hex, you can use hexblade curse +2 dmg to each missile 3d4+9RAW, Hex only applies extra damage when you hit with an attack - Magic Missile is straight damage, not an attack roll, so I guess it wouldn't apply. Definitely up for interpretation, though.
Also, I don't think you can cast two spells in one turn.
Cant't be done. Now I read carefully Sorcerers metamagic and font of magic. This "combo" will never have enough SP for this. It will have max 3 SP by 3 lvl of a sorcerer, and basic for twining 9th spellslot is 9 SP, and using empowered is much far behind this...Quick idea:
17lvl death cleric + 3 lvl sorcerer
17th. lvl ability od death cleric Is improved reaper - can cast necrotic spell with one target to two targets...
Not sure about twin Spell metamagic. But if could be:
Inflict wounds from 9th slot 11d10 to two target from twined Spell And again by improved reaper. 4 targets or twice two targets. -> 44d10, Then empowerd Spell or quickened some spell else.
+11 Attack
Can you help me with it? Math behind empowerd spell or guickened another. +Some feats?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.