Combat
Vicious Mockery - very little resistance/immunity to psychic damage, disadvantage is super strong until opponents get multi-attack
Sacred Flame - might be useful against low dex/high ac opponents, but in general Eldrich Blast is going to be your go-to damage dealer
Thorn Whip - pretty solid control, and since it may not come up often, shouldn't fight with EB as your primary attack
Shocking Grasp - kinda weak for your needs, but sometimes a get-out-of-melee free spell
Utility
Dancing Lights/Light - unless the party all has Darkvision, I've found that one of the spells per group is a good idea
Mending - fixing broken/damaged things, assuming you have a flexible DM, can provide a lot of extra information when delving old tombs and such
Message - I never see this come up much, but it fells SOOO good when it does
Resistance - not a fan of this spell, because you almost never get a chance to cast it before you need it
Did I mention Guidance?
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