Well, I have a couple of options from my campaign that you might consider if your dm is open to such:
BRAINKILL (Translated and reinterpeted from the 2e CNHB)
Necromancy [Mind-Affecting]
Level: Sor/Wiz 6, Clr 6
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You can permanently burn from the memory of one creature all knowledge of either a specific place or person or a time period of up to one year (you choose). The spell works only on creatures of Int 3 or higher. It destroys part of the subject’s brain, dealing 1d6 hp as it excises the chosen memory (this is in the form of a terrific headache).
Brainkill only affects the victim’s ability to recall factual information such as names, places, traits, etc. It has no effects on skills or experience (so a character who learned to swim and had the memory of it excised through this spell would still know how to swim but wouldn’t remember the lessons, teacher, places where he swam, etc.)
Lost memories can be relearned or regained through a Greater Restoration, Heal or similar powerful magic (Wish, etc.)
DZARAM’S ROT
Necromancy
Level: Sor/wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes
Your touch inflicts a foul rotting on the victim. Every hour, the victim suffers 1d4 points of strength, constitution and charisma drain. When any of these ability scores reaches 0, the victim dies, and his body completely liquefies save for a few teeth over the course of an hour.
Dzaram’s rot can be halted via a remove disease, remove curse, dispel magic or break enchantment, but the caster must succeed in an opposed level check against you. A heal, regenerate, limited wish, miracle or wish (or other similar means) will automatically break the effects. The restoration suite of spells may slow or mitigate the effects, but they will not stop it.
If Dzaram’s rot is cast upon a corporeal undead, it suffers 1d6 hp of damage per round until it is destroyed (or the spell is dispelled or removed).
Material component: a live maggot and a mummy wrapping.
DZARAM’S SYMPATHY
Necromancy
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: 1 round
Range: Touch
Target: 1 creature
Duration: See text
Saving Throw: Fort negates
Spell Resistance: Yes
The target of this spell serves as a receptacle for necromantic energies. To be effective you must cast another arcane necromancy spell on the target within 3 rounds of casting the sympathy. Only spells with a range of other than personal can be applied via Dzaram’s sympathy.
The secondary spell applied never wears off. Damage from it will not heal naturally. However, it can be healed magically and the sympathy may be dispelled normally or with a remove curse or by retrieving the focus.
Material component: one hit point of your blood. Focus: an item of personal significance to the victim, sealed in a lead jar and placed in a pre-prepared diagram. Your blood (the material component) is dripped over this to seal the spell.
***
For the record, Dzaram the Lich looks a lot like Paul Simon (the singer) in green wizards' robes. He never looks undead; he always looks like a healthy, living human. In the past, pcs had to acquire the blood of a lich in order to brew up a batch of potions of longevity; he gave them some. Combined with the material component of Dzaram's sympathy, it is clear that he is awful tricky.