TEXT: CARNAGE BLAST 
  2nd-level (Blood) necromancy •, 
  (Sorcerer, Warlock, Wizard) 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  Choose one creature that you can see within range whic 
  has blood That creature must make a Constitution saving 
  throw. On a failed saving throw, the target takes 3d10 
  necrotic damage. On a successful saving throw, the target 
  takes half damage. 
  If this damage reduces the target to O hit points, its blood 
  bursts from within its body, spraying nearby foes with gore 
  and spikes of enchanted blood Each creature within 15 feet 
  of the target must make a Dexterity saving throw. On a failed 
  saving throw, a creature takes 3dl0 necrotic damage. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the damage dealt increases by 
  ldlO for each slot level above 2nd 
  INFUSE BLOOD 
  2nd-level (Blood) abjuration (Artificer, Cleric, Paladin, 
  Sorcerer, Wizard) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 8 hours 
  You touch a willing creature with blood and infuse its blood 
  with magic and vitality. The target has advantage on saving 
  throws against nonmagical disease until the spell ends. 
  In addition, the first time the target takes damage that 
  reduces its hit points to less than half of its maximum hit 
  points, it bursts with light and energy, ending the spell early. 
  It gains 4d6 temporary hit points which disappear after 1 
  minute, and each creature of the target's choice within 10 
  feet of the target must make a Constitution saving throw. On 
  a failed saving throw, a creature takes 2d6 radiant damage. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the temporary hit points gained 
  increase by 2d6 and the radiant damage dealt increases by 
  ld6 for each slot level above 2nd 
  BY BENEVOLENT EVIL 
  LIVING BOMB 
  2nd-level evocation (Sorcerer, Wizard) 
  As carnage blast, but the spell deals fire damage, and the 
  target doesn't need to have blood Instead, the spell cannot 
  target an undead or construct. 
  HEMORRHAGE 
  4th-level (Blood) necromancy (Cleric, Sorcerer, Warlock, 
  Wizard) 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a clove of garlic) 
  Duration: Concentration, up to 1 minute 
  You thin, agitate, and accelerate the blood of one creature 
  that you can see within range using dark, forbidden magic. 
  The target must make a Constitution saving throw. On a 
  failed saving throw, the target takes 4d8 necrotic damage and 
  its blood becomes magically easy to spill Until the spell ends, 
  the target has disadvantage on concentration checks, and 
  whenever the target takes bludgeoning, piercing, slashing, 
  force, or necrotic damage, that damage is increased by ld8. 
  On a successful saving throw, the target takes half damage 
  and is otherwise unaffected Creatures without blood are 
  immune to the effects of this spell 
  At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the initial damage dealt increases 
  by ld8 for each slot level above 4th. 
  ( vl.O) FROM THE IMPERMISSICON 
  D&D UNLEASHED 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Impermissicon/D&D Unleashed - More Minor Blood Magic.pdf