TEXT: UTILITY BLOOD MAGIC 
  HEMOKINESIS 
  (Blood) Transmutation cantrip (Sorcerer, Warlock, Wizard) 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: S 
  Duration: Instantaneous or 1 hour (see below) 
  You choose an area of liquid blood that you can see within 
  range and that fits within a 5-foot cube. You cannot affect the 
  blood in a creature unless it is dead You manipulate the 
  blood in one of the following ways. 
  • You cause the blood to bubble and froth, creating the 
  strong scent of blood in the air. This smell reaches 60 feet 
  out in all directions from the blood and lasts for 1 hour. 
  • You cause the blood to form into simple shapes and 
  animate at your direction. This change lasts for 1 hour. 
  • You instantaneously move or otherwise change the flow of 
  the blood as you direct, up to 5 feet in any direction. This 
  movement doesn't have enough force to cause damage. 
  Alternatively, you can target one creature of size Medium 
  or smaller that you can see within range and attempt to push 
  the blood in its body, if it has blood The target must make a 
  Constitution saving throw. On a failed saving throw, you can 
  push the target up to 5 feet in any direction. 
  If you cast this spell multiple times, you can have no more 
  than one of its non-instantaneous effects active at a time, and 
  you can dismiss such an effect as an action. 
  BLOOD READING 
  1st-level (Blood) divination (Cleric, Sorcerer, Warlock, 
  Wizard) 
  Casting Time: 10 minutes 
  Range: Self 
  Components: V, S, M (at least 1 ounce of a creature's blood) 
  Duration: Instantaneous 
  You weave dark magic to pull information out of at least 
  one ounce of blood (or around 30 grams) which the spell 
  consumes as a material component. This blood must have 
  come from a creature that is alive or has been dead for less 
  than 1 hour, and the spell fails without enough blood to use. 
  Choose two of the following options below each time you cast 
  the spell to determine what information about the creature 
  you learn from its blood: 
  • You learn the creature's type and its maximum hit points. 
  You also learn all its resistances, vulnerabilities, and 
  immunities. 
  • You learn the direction to the creature, and you learn if it 
  is within 1 mile, within 100 miles, or beyond that (which 
  also includes other planes of existence). 
  • You learn the identity of any poisons, diseases, curses, and 
  blessings that are affecting the creature. Successful 
  knowledge checks may also grant you insight into the 
  nature and function of these conditions. 
  • You learn if the creature's blood contains any special 
  magic, such as the healing properties of a unicorn's blood, 
  or the ritual magic uses for some kinds of fiends' blood 
  • If the blood is mixed with the blood of another creature, 
  the mixture will glow bright red if the one of the two 
  creatures is the parent, offspring, or sibling of the other. 
  When you cast the spell if the target is still alive, it feels a 
  tingling sensation in its veins and knows the exact direction 
  to you, though it doesn't necessarily know who you are or 
  what you are doing. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you can choose one additional 
  option for each slot level above 1st. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Impermissicon/D&D Unleashed -- Utility Blood Spells (1p0).pdf