TEXT: MINOR BLOOD NECROMANCIES 
  BLOOD BOIL 
  (Blood) Necromancy can trip (Sorcerer; Warlock, Wizard) 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 round 
  You attempt to disturb the blood of one creature you can 
  see within range. The target must succeed on a Constitution 
  saving throw or take ld4 necrotic damage and be poisoned 
  until the end of your next turn or the spell ends. While it is 
  poisoned by this speJi it has disadvantage on saving throws 
  to maintain concentration and its speed is reduced by half. 
  Creatures without blood are immune to this spell 
  At 5th levei the spell deals 2d4 necrotic damage. At 11th 
  level it deals 3d4, and at 17th level it deals 4d4. 
  GoRESPIKE 
  (Blood) Necromancy can trip (Sorcerer; Warlock, Wizard) 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  You attempt to rip the blood from a foe's body. One creature 
  that you can see within range must succeed on a Constitution 
  saving throw or take ldlO necrotic damage. The target has 
  disadvantage on any saving throws to maintain concentration 
  caused by this spell 
  Creatures without blood are immune to this spell 
  At 5th levd the spell deals 2d10 necrotic damage. At 11th 
  level it deals 3d10, and at,17th level it deals 4d10. 
  BLOOD EXTRACTION 
  3rd-level (Blood) necromancy (Sorcerer; Warlock, Wizard) 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a vial of blood mixed from ten people) 
  Duration: Concentration, up to 1 minute 
  You conjure a pulsating orb of red energy floating in the air 
  at a point you can see within range. It lasts for the duration 
  and gives off dim light for 20 feet. At the end of each of your 
  turns until the spell ends, each creature other than you within 
  20 feet of the orb must make a Constitution saving throw. On 
  a failed saving throw, a creature takes 3d6 necrotic damage, 
  or 3dl 2 necrotic damage if its hit points are less than or 
  equal to half of its maximum hit points. On a successful 
  saving throw, a creature takes half damage. 
  If a creature is reduced to O hit points by this speJi the orb 
  collects some of its blood It cannot collect blood from the 
  same creature twice. When the spell ends, the accumulated 
  blood strengthens you, instantly granting you ld6 temporary 
  hit points for each creature the orb collected blood from. 
  Creatures without blood are immune to this spell 
  At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the damage dealt increases by ld6 
  and ld12 respectively for each slot level above 3rd 
  I 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Impermissicon/D&D Unleashed -- Minor Blood Necromancies (1p1).pdf