Back in April I posted four level 1 Necromancer spells from Diablo II ported over for classic Dungeons & Dragons or Labyrinth Lord. I recommend that a character wanting to become a necromancer has to sacrifice other spells to get these. The rule I use in classic D&D and Labyrinth Lord (12 spells per spell level for magic-users) is that for every 2 spells they swap in from the Necromancer Spell List (or any specialist spell list), they have to swap out 3 spells from the normal magic-user spell list. If they only want to swap in a single spell, they have to swap out two spells.
Level 1 Spells
Duration: 10 minutes
If the target of this spell fails his save versus magic, he loses the ability to see anything beyond five feet – even using infravision and similar visual abilities. He can still engage in melee and so on, but missile combat is out of the question.
Level 2 Spells
This spell must target a dead body, slain in the past hour. The corpse is destroyed by this spell in a fiery explosion dealing 1d6 damage per 2 HD of the corpse, to a maximum of 5D6 damage. The explosion from this spell is a 10′ radius.
Range: 15′ radius around caster
Duration: 1 round / caster level
All within the radius except the caster who fail their save versus spells suffers a -2 penalty on all damage rolls for the duration of the spell. Damage cannot be reduced below 0 in this manner.
Level 3 Spells
Duration: 1 turn
If the victim of this spell fails to save versus spells, he receives 1 point of damage for every 2 damage he deals through any direct method (melee or missile attacks, spells or spell-like effects, breath weapons, and so on). This effect can be ended prematurely through a remove curse spell, but not a dispel magic.
Range: 60′ cone (60′ wide at the end)
Duration: 2 turns
This spell is identical to the reverse of remove fear, except that it can affect multiple targets within the cone of effect.