Mostly Utility/Control with a little bit of healing/support (a subclass will be better at support) Actually I may flip this to mostly healing/support with some control
Blue = My HomebrewRed = May RemoveGreen = May make exclusive to subclassSpell Level: 2nd (ritual?, witch can do it as ritual anyway)
School: Transmutation?
Range: Touch
Components: S, M (5gp worth of herbs and extracts which the spell consumes)
Duration: Instantaneous
Casting Time: 1 minute
Spell Lists: Artificer?, Witch
You touch a potion or poison and modify it in one of the following ways:
If the potion or poison allows a target to make a saving throw, you can change the DC of this saving throw to your spell save DC. (caveat about variable DCs?)
If the potion or poison deals damage or healing, you can increase this damage or healing by 2d6. (single instance only?)
If the potion or poison deals poison damage to a target, you can make it ignore resistance to poison damage.
If the potion or poison normally deals poison damage, you can change the damage type to one of the following; acid, cold, fire, lightning or necrotic.
If the potion or poison subjects a target to an effect with a duration of 1 minute or more, you can double this duration.
A potion or poison can only benefit from this spell once.
At Higher Levels. When you cast this spell at 3rd-level or higher, you can target one additional potion or poison for each spell slot above 2nd.
This could be a subclass feature (or maybe the subclass is just better with it)
Spell Level: 2nd?
School: Abjuration?
Range: Touch
Components: S, M (a ball of cotton and some wax)
Duration: 1 hour (concentration?)
Casting Time: 1 action
Spell Lists: Witch
You touch a willing creature and bestow one of the following effects for the spell's duration:
The target cannot be blinded. When the target is subject to a spell or magic effect, it can choose to appear blinded for the purpose of that spell or effect. For example, if the target is targeted by the TBD spell, it can choose to become unaffected by it.
The target cannot be deafened. When the target is subject to a spell or magic effect, it can choose to appear deafened for the purpose of that spell or effect. For example, if the target is targeted by the dissonant whispers spell, it can choose to become unaffected by it.
The target does not need to breathe but can still smell its surroundings as normal. If the target is subject to a spell or effect that depends on it inhaling a gas or other fluid, it can choose not to inhale.
At Higher Levels. When you cast this spell at 3rd-level or higher, you can target one additional creature for each spell slot above 2nd.
Maybe just let the target blind/deafen itself or hold its breath as a reaction. An dthen let it undo that at the start of its next turn
2nd-level evocation (ritual)
Casting Time: 1 minuteRange: TouchComponents: V,S,M (incense)Duration: InstantaneousYou perform a magic ritual to realign and restore magical energies to a willing creature you touch. That creature regains an expended spell slot of 2nd-level or lower. Once a creature benefits from this spell, it cannot do so again until it can not do so again until you finish a long rest.
At Higher Levels. When you cast this spell at 3rd-level or higher, the maximum level of the recovered spell slot increases by 1 for each spell slot above 2nd.
2nd-level illusion/transmutation (ritual)
Casting Time: 1 actionRange: TouchComponents: V,S,M (a piece of gold and a drop of blood)Duration: 24 hoursYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You must have the same basic arrangement of limbs and cannot change your size category, but otherwise, the extent of the change is up to you.
You can also alter your appearance so drastically that you gain advantage on Charisma checks. For example, you might appear unnaturally beautiful or terrifying.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Maybe make it more about extreme beauty/terror rather than disguise.
2nd-level transmutation (ritual)
Casting Time: 1 actionRange: TouchComponents: V,S,M (a piece of gold and a drop of blood)Duration: 24 hoursYou can alter your appearance and voice to exaggerate or downplay certain aspects of yourself. You might appear significantly older or younger, make or hide some distinctive marks or scars, change your hair or eye color, change the shape of your ears or facial features or any number of other subtle changes. You cannot change your size category. These changes hold up to physical inspection and cannot be detected by nonmagical means.
For the spell's duration, you can use an action to change your appearance or voice in the same way again.
As part of the same transformation you can make yourself appear unnaturally beautiful, grotesquese or terrifying...(adv. on cha checks)
tbh, disguise self, alter self and enhance ability already cover this kinda stuff
transmutation cantrip
Casting Time: 1 actionRange: SelfComponents: V,S,M (a handful of clay and colored dye)Duration: 8 hoursYou can subtly alter your appearance for the spell's duration. You produce one of the following effects on yourself for the spell's duration:
You change your hair or eye color.
You add, remove or alter tattoos, scars, warpaint or makeup.
You make your voice slightly higher or lower.
You appear slightly older or younger by a few years.
You grow or remove small horns, tusks or fangs.
Your DM might allow other similar effects. None of these effects can alter your game statistics. If you cast this spell multiple times, you can have up to five simultaneous effects active at a time, and you can dismiss one or more individual effects as an action.
If you use the Evolving Cantrips supplement, you gain the following additional benefits when you reach certain levels.
At 5th level. You can produce up to three simultainious effects with the same casting of the spell. In addition, you can chose to alter your height by up to three inches or change the length and style of your hair.
At 11th level. You can touch a willing creature a bestow an effect of this spell onto them rather than yourself. You or the creature can dismiss the effect early as an action. You can have up five simultaneous effects active at a time between multiple creatures.
At 17th Level.
2nd-level illusion (ritual)
Casting Time: 1 actionRange: 30 feetComponents: V,S,M (an apple)Duration: 1 minuteYou assume a visage of extreme beauty or ugliness in the eyes of a humanoid or beast you can see, and that can see you within range. The creature must make a Wisdom saving throw or be subject to one of the following effects of your choice for the spell's duration:
Inviting Beauty. The creature is charmed by you and cannot willingly move away from you.
Repulsive Ugliness. The creature is frightened by you and you have advantage on Charisma (Intimidation) checks against it.
The spell ends early if the target takes damage.
needs more to distinguish it from stuff like fear/charm person (and arguably needs to be weaker, such a only targeting humanoids)
At Higher Levels. extra target per level
3rd-level illusion/echantment (ritual)
Casting Time: 1 actionRange: 30 feetComponents: V,S,M (an apple)Duration: 1 minuteYou assume a visage of extreme beauty or ugliness in the eyes of a humanoid or beast you can see, and that can see you within range. The creature must make a Wisdom saving throw or be subject to one of the following effects of your choice for the spell's duration:
Inviting Beauty. The creature is charmed by you and cannot willingly move away from you. For the spell's duration, you can use a bonus to compel the creature to move up to 10 feet towards you at the start of its next turn if it is still charmed.
Repulsive Ugliness. The creature is frightened by you and you have advantage on Charisma (Intimidation) checks against it. For the spell's duration, you can use a bonus to compel the creature to move up to 10 feet towards you at the start of its start turn if it is still frightened.
A creature can repeat the saving throw at the end of each of its turns, removing the effects on a success. or just make it concentration
At Higher Levels. extra target per level
2nd-level transmutation
Casting Time: 1 actionRange: TouchComponents: V,S,M (a handful of duck feathers)Duration: 1/8 hourYou touch a willing creature and make it water repellant. The creature gains a swimming speed equal to its walking speed and remains dry for the spell duration. In addition, the creature can float and swim on the surface, but cannot submerge or be submerged underwater.
(alt) In addition, the creature can float and swim on the surface, but if they end a/their turn underwater, they rapidly float 60 feet towards the surface.
A creature you choose within range (10ft) becomes water repellant. The creature cannot become wet
1st-level transmutation
Casting Time: 1 actionRange: 30 feetComponents: V,SDuration: Concentration, up to 1 minuteYou launch a swarm of teeth, nails and hairs from your body at an object or creature you can see within range. Make a ranged spell attack against that target. On a hit, the target takes 1d8 slashing damage and 1d8 poison damage.
You can use a bonus action on each of your turns for the spell duration to repeat this attack, targeting the same creature. Alternatively, you can use a bonus action move the effect to a new target you can see within 5 feet of the current target and immediately attack the new target.
The spell ends early if the creature is ever beyond the range of the spell.