Calmed Mind - Better rest from Meditation and Trance.
Cursebringer - Stronger, harder to resist and remove Curse.
Battlemage Training - Bonus to combat abilities.
Black Duelist - Stronger spells with in Head-on combat.
Blasphemous Art - More effective spells against Priests.
Boneblade Affinity - Drain victim’s mana and endurance when fighting with a weapon made of bone.(Skeletal Smith)
Charnel Sanctum - While in a graveyard, Necros are more difficult to harm, and cannot be summoned away.
Cryptborn - Resist Plagues and pestiliences of all kinds based on Intellect, rather than heartiness.
Death's Swift Wings - Arial</b> - Fashion bone wings to enhance small and medium corpse with Flight.
<b>Defiler - Offensive skills may drain extra power from natural places. May then provoke natural creatures, but give some resistance to certain feats of natural power.
Disorienting Disruption - Feint-type result from Disruption.
Dreamthief - Better Forget, partial effects on conscious victims.
Empowered Enfeeblement - Better Weaken.
Final Word - Stronger and less resistable Power Words.
Golem Crafter - Create sturdier, quicker recovering Golems that detect invisibility.
Golem Guardian - Stronger, faster, more accurate, weapon-resistant, Golems, that strike all that are fighting them, and will wield weapons their master gives them. (Prereqs: Golem Crafter)
Gravechill - Less resistable, and longer lasting Chill Touch.
Gravewalker - Better recovery in Graveyards, and stronger Shadows.
Hex Augur - Sense when your target’s maledictions expire, whether healed or run out.
Horrific - Lich</b> - Horrify better, and more often.
<b>Kindred’s Touch - A powerful Vampiric Touch may shorten the time of bleeding wounds.
Master Animator - Stronger Zombies.
Master of Decay - Less resistable disease spells, and immunity to those you’ve created.
Nightcaller - Summon more efficiently at night.
Nightmare's Chilling Call - Failed sleep will do damage the first time it fails on a person.
Penumbral Might - More powerful and more damaging Shadows, who will attack any who stand in their way, and can stand the light of day to a limited extent. Penumbral necromancers also possess a more durable umbra.
Practical Vivisectionist - Chance to cause bleeding wounds when using a dagger. High Dex races will be better than others.
Resistant Golem - Create Golems that are resistant to various kinds of magic. (Summon is one of these magics)
Scourge of the Sands - Mummy</b> - Stronger offensive spells while in the desert and great resistance to Quicksand.
<b>Sightbinder - Less resistable, harder to heal, and longer lasting Blindness.
Skeletal Smith - Longer lasting, heartier, and possibly damaging reducing Armor of Living Bone.
Spectral Adept - Longer lasting, and better Wraithform.
Spectral Master - When fighting others that are Incorporeal (Pass Door, Wraithform, etc) you are able to avoid blows easily, and hit with Mana-draining, harder hitting physical blows. Those that can’t perform these spells themselves much more so.(Spectral Adept)
Subterranean Graverobber - Dark-Elf</b> - Use areas of the Underdark as graveyards.
<b>Subterranean Sorcerer - Dark-Elf</b> - Ability to Summon in places of the Underdark.
<b>Torturer - More damaging Lash with a chance to cause a minor malediction.
Undying Will - Better Speak with the Dead, and better repelling and controlling any undead they encounter.
Zombie General - Zombies will redirect to whomever you are attacking. [Eventually.]
Zombie Lord - Easier Animate Dead, and less chance to destroy the corpse.