I found the rotes for that necromancer. Keep in mind that he had discipline/lore 5, necro lawbreaker (+3, due to other lawbreakings), and refinements to his casting that lead him to be a +10 control (because the LB adds to this role), +10 power (more if he was trying kill you) for necro.
Bone Pull (evocation: attack): This spell is always cast as a single target within the same zone. It is essentially a straight-forward attack, using a discipline roll as the attack roll. The spell snatches at the target's bones, attempting to rip them away from the flesh, tendons, and ligaments. The spell is resisted by endurance. Consequences of the spell should reflect the nature of the attack (bones jutting through flesh, strained ligaments, detached tendons, ect), and a "taken out" from this spell dramatically causes the target's bones to explode outward through the skin.
Bone Wall (evocation: block): This spell is always cast as a block along one of the borders to the current zone, or across the current zone (dividing it). Bones rip up from the ground, out of trashcans, sewers, or where ever they may be to form a wall with a height equal to (3 + block strength, in this case totaling 10 feet as 7 shifts are put towards power). Three shifts are always put towards duration, giving it 4 rounds of effect. This time is usually used to escape, prep another spell, take cover, or summon allies.
Bone Dust (evocation: maneuver: 2 sticky aspects on zone): This places two sticky aspects of "Clouded with Bone Dust" on the zone, giving the caster two free tags of it. Effects-wise, local bones give off an immense cloud of dust.
Bone spike (evocation, attack and block): This one is a little more complicated. 2 points goes into a "zone" attack, 1 into distance (cast on the next "zone", 3 into duration, and 4 into an attack, 4 into a block. This is a total of 12 shifts, for which he usually pays a FP (he starts with 10) or uses some other aspect to tag, or takes a consequence. It creates jutting spikes of bone out of the ground, attacking everyone each round and slowing movement into the zone. This one i am actually not sure on the numbers, because I think i did it as one spell (paying zone and distance once) for 2 effects, which may need to be paid separately. Still, it worked for what I wanted - a slightly damaging block that provided some deterrence towards taking a specific way into the area. (It was used to channel the PCs in one direction).