Necromancy - Necromancy is a magical art that deals with, not spirits as is the popular belief, but with the life force in other beings either living or dead.
Embalm:
An embalm spell enables the caster to protect a corpse (or a harvested part thereof) against the natural forces of decay and dissolution, until some later when it is needed for a spell. If the corpse is later animated, the greater strength and resiliency imparted by the spell to the dead tissue, will increase the strength and endurance of the undead. A corpse thus preserved, permanently retains the same odor and appearance it had at the time of casting. It does not reverse the effect of putrefaction.
Animate Dead Animals:
This is one of the first spells most students of true Necromancy learns. Although the Sith Necromancy version is even less powerful it can be quite useful. This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this spell, it last until the animals are destroyed in combat.
Bone Dance:
This spell temporarily animates the physical remains of a humanoid being, it is currently the most powerful spell of animation known to the practitioners of true Necromancy. The Bone Dance creates a link between the corpse and the caster, allowing him to mentally control its movements. The skeleton or zombie animated by this spell is incapable of carrying out any independent actions, the caster must mentally command the undead to walk forward, pick up a vibroblade, strike an opponent with it etc.. The spell occupies the greater part of the casters attention, if concentration is broken the spell will end.
Sense the Sin:
This power allows the caster to see into the soul of his victim, to ferret out his/hers greatest weakness. This could be anything from a low Intelligence, or weak will to a derangement or just about anything else. This power is very useful in attempting to turn lightside Jedi's, or during interrogations.
Blight:
This Sith Necromancy spell allows the caster to cause rapid egging in an opponent. The victim begins to suffer the effects of old age: Skin becomes pallid and thin, bones become brittle, and the victim may even begin to experience advanced effects of arthritis or other ailments of the elderly. The spell is not powerful enough to cause death directly, but a victim could die from a heart attack if undertaking strenuous activity etc.. This spell requires the caster to touch his victim to be cast successfully.
Lord of the Dead:
This spell enables the caster to command all undead within sight. This spell only affects undead raised by Necromancers of lower level than the caster, the undead raised without the use of true necromancy, or those created by the caster himself. The undead under influence of this spell will only obey the caster's verbal commands, unless he knows of other ways to communicate with them. Note that it is usually not necessary to employ this spell to control the undead of ones own creation.
Soul Shatter: This spell is used by a Dark Lord to shatter the soul of another being. The soul cannot be destroyed, but with this spell the soul can be shattered into so many pieces that in can no longer function as a single entity.
Soul combination:
This spell belongs to the category of "Life drainers". It even has similar purpose. When cast, the spell will take the soul out of one human being and fuse it with that of another. The side effect is that when the "soul fusion" occurs the caster will then employ some of the personality traits, physical traits ,habits, or likes and dislikes. The exact purpose of the spell is like that of many is unknown, but it is hypothesized that it prolongs life.