Without a level cap increase, it is unusual for necromancers to get much more than utility or support spells. In Empires of Kunark, only 3 spells are added to the necro spellbook. This is typical for EQ because the desire for new spells has to be balanced with power creep when the level cap remains the same.
These can be purchased in Lceanium, the hub zone for EOK. The spell merchant is named Janeil Mon`estra.
- Level 101
- Pact of Destiny - A transfer life over time spell. Heals your target at the expense of your own health. Very unlikely to have any practial use for a necromancer. At Rank III it heals for 8k per tick.
- Level 102
- Malevolent Alliance - A fun tool for grouping necromancers. Does nothing solo, but a non necromancer can receive boosted DoTs and trigger a large nuke recourse. It does have a grey area in quick killing groups where it takes too much time to set up to be better than some swifts. Deals up to 2.7 million damage at Rank III, but requires 4 DoT hits from necromancers that are NOT the caster to trigger the effect. It's not bad on raids either, even though it won't help your parse, if you have several necros using it, the fight length will be shortened, which is better for the raid team as a whole.
- Level 104
- Remote Sphere of Decay - Drops a skull that radiates area damage from the cast point. It can be cast on a location instead of a mob. Situational use, however those situations typically involve killing low level monsters for farming tradeskill materials. There is some potential power leveling use, as the damage is not attributed to the caster (similar to damage shields). It does up to 111,723 per tick at Rank III. It is quite a bit of fun if you can find a use for it though, so give it a try.