d'oh. The only way to deny a paladin his powers is to corrupt him through rp and cause him to fall.
It's too bad that imms do not pay the nessecary attention to paladin RP, as I think the greatest limitation to the class is the fact that they have to go by a certain code.
Since imms don't police paladins, a paladin that becomes F3 can basicly do as he damn pleases.
That does not make the spell 'corrupt' any less lame, however.
'gee i dont want to fight that necromancer he has a spell that makes me think bad things and my god stops giving me spells to fight him' - Wtf.
Energy drain as it is now is fine in terms of powerIMO, but its just a spiteful spell. It forces another player to go back to grinding, which, with area familiarity, may be a serious handful.
As it is now you don't cast Edrain to win pk, but to 'own' the character in a whole different level.
Well. I suppose you could replace energy drain with a damage spell similar to abidalzim's horrid wilting, which was always a useful high level necromantic spell.
Other suggestions: Trap the soul (evil grin) or Magic jar.
Trap the soul would trap someone, body and soul, inside a gem, to be taken out after a few ticks. Alternatively, It could trap someone's ghost to prevent him from being resurrected for an ammount of time.
Magic jar is just the necro's way of using a jar as a temporal container for souls and through switching places with another being. This could make the necro possess a NPC, leaving his body behind somewhere safe. This means he'll have the NPC's strengths, and the ability to cast spells as per usual. A cheat way to cast polymorph maybe?
Horrid wilting is pretty simple. AoE or targeted dehydration damage with a fort save for half.