In my understanding 'Blood' is sacrifice to empower magic itself, not the main source of the magic. So if you have a spell, that not only needs magic (AP) but also blood (HP), it should be stronger than a normal healing spell. It would be different, it you would say: It costs no AP, but HP.
Just checked, you suggested either 0 or 1 AP as a cost. So if it cost 1 AP it should be stronger, if it cost no AP it can be weaker or equal as 'Restoration'. But if you want to compare 'stronger' and 'weaker', you need to calculate in the full heal of restoration and not only the first round.

Numbers can be tweaked. The suggestion to have it cost 0 AP and only HP is reasonable enough. The cooldown could go down to 1 turn. I suppose I could tweak the numbers as high as a 100% conversion of Necromancer Health to Target Healed.
So Lhose's 13 HP/2 turn Restoration (26 HP) would heal more than the 22 HP one-off of Sacrificial Gift from her 45 HP, but it would heal that 22 at once, better for an urgent need to heal.
But it depends, I think, on how much HP scales per level and how that compares to how much healing Restoration does per level. If HP scales up faster than Restoration heals, than Sacrificial Gift will get better and better over time.
I do not agree with having Sacrificial Gift heal over several turns. This is not supposed to be mechanically identical to Restoration.
If the skill is not really worth using it, players will just put one point Aqua on every of your four chars and let them learn 'Restoration'. Don't you think so aswell?
I know it might be rare, but there may actually be some people who will play this game as a role-playing game and not a min-max game with 1 point in every school.
However ignoring that, that does not solve the problem of "oh no, my Restoration is on a 4-turn cooldown and someone still needs healing"? I suppose if the cooldown on Sacrificial Gift was lowered to 1 turn, if the Necromancer takes care to find healing, he could act as somewhat of a health battery for his party at a risk to his own life and action economy.
I would have thought of it being kind of equivalent to Hydro, so you are not forced to always take Hydro, so that people can play with less multiclassing with out getting punished for it.
That is a valid thought, but I don't just want to make a clone of Restoration and give it to Necromancy. There should be a notable difference.
If a skill like 'Animate corpse' needs corpses to work, wouldn't that make the skill situational, so something you normally don't like that much, like 'Guerilla'?

There are far to many elemental effects that turn corpse into dust or something like that, even if the elemental damage did not kill them?
There's a difference in situation frequency. Generating enemy corpses in combat should generally be around a 100% chance of happening per combat.
There are attacks and skills which do NOT disintegrate bodies. That's where customizing your loadout comes into play. If you're playing a disintegration-heavy party, picking a corpse-requiring skill probably isn't the great fit, just as in Diablo 2, a Necromancer partying with a Druid had some problems.