TEXT: 
  The following spells are available to sorcerers, warlocks, and
  wizards. It's worth noting that many of these spells are
  considered "evil" and may affect a character's alignment.
  
  Divination cantrip
  Casting Time: 1 action
  Range: Touch
  Components: M (a drop of the target's blood)
  Duration: Instantaneous
  You taste the blood of a creature. The blood must have been
  spilled or drawn within the last 1 minute or the effect fails.
  Once you taste the blood, you can learn certain information
  about the creature. The GM tells you if the creature is your
  equal, superior, or inferior in regard to two of the following
  characteristics of your choice:
  Strength score
  Dexterity score
  Constitution score
  Current hit points
  At the GM's option, you might also realize you know a
  physical weakness the creature has, if any, such as
  vulnerability to fire damage or weakness against silver
  weapons.
  
  2nd-level enchantment
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  One creature of your choice that you can see within range
  must succeed on a Wisdom saving throw or become charmed
  by you for the duration. The creature must have a mouth.
  While the target is charmed in this way, its eyes bleed. The
  charmed target must use its action before moving on each of
  its turns to make a bite attack against a creature other than
  itself that you mentally choose. If the creature does not have a
  bite attack, it can make one in place of its unarmed strike. The
  attack uses the creature's Strength modifier for attack and
  damage rolls, and on a hit, it deals piercing damage according
  to its size.
  If the creature hits with its bite attack, it can attach itself to
  the target and start to drain its blood. While attached, the
  creature doesn't attack. Instead, at the start of each of the
  creature's turns, the target loses hit points equal to the
  creature's bite damage. The creature can detach itself by
  spending 5 feet of its movement. Another creature, including
  the target, can use its action to detach the creature.
  
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous or 1 round (see below)
  You target a living creature within range. The target must
  make a Constitution saving throw. On a failed saving throw,
  you cause one of the following effects to occur:
  The creature bleeds from its eyes, ears, and nose until the
  end of its next turn. While bleeding, the creature has
  disadvantage on its Wisdom (Perception) checks.
  Until the end of the creature's next turn, each time it takes
  damage from an attack that deals bludgeoning, piercing, or
  slashing damage, it takes an additional 1d4 necrotic
  damage from the attack.
  You increase the temperature of the creature's blood. The
  creature takes 1d8 fire damage and it has disadvantage on
  the next attack roll it makes so long as the attack is made
  before the end of the creature's next turn.
  You decrease the temperature of the creature's blood. The
  creature takes 1d8 cold damage and its movement speed is
  halved until the end of the creature's next turn.
  If you cast this spell multiple times, you can have no more
  than two of its non-instantaneous effects active at a time, and
  you can dismiss such an effect as an action.
  
  1st-level necromancy spell
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You target one living creature that you can see within range.
  The creature must make a Constitution saving throw. On a
  failed saving throw, you draw blood from the body of the
  creature; the creature takes 1d6 necrotic damage and one
  level of exhaustion. On a successful saving throw, the creature
  takes half as much necrotic damage and no exhaustion. On
  each subsequent turn, you can use your action to maintain the
  effect, forcing the creature to make another Constitution
  saving throw suffering the same results. The spell ends if you
  use your action to do anything else. The spell also ends if the
  target is ever outside the spell's range or it has total cover
  from you.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the initial damage increases by 1d6
  for each slot level above 1st.
  Size
  Bite Damage
  Tiny
  1
  Small
  1d4
  Medium
  1d4
  Size
  Bite Damage
  Large
  2d6
  Huge
  3d6
  Gargantuan
  4d6
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DmDave/DMDave - Blood Magic.pdf