For Necromancer spells I use the wizards of Morcar ones, but substitute Fear / Terror for spirit of vengeance. That's 6 spells, logically if the Elf gets 3 spell cards with 4 mind points, and the Wizard 9 cards with 6 mind points, then 6 cards with 5 mind points is the correct number.
Your logic is slightly faulty. Both of the Vampires have in their starting equipment the "Magister's Hood", which if I remember correctly is an item which increases starting Body Points by 2 and staring Mind Points by 1. The use of this item disguises the Vampires' actual base stats, which must be 8-2=
6 Body and 5-1=
4 Mind Points. The Elf also starts with 4 Mind Points and he only gets 3 spells. In order to give them 6 spells you would need to tweak the Vampire's starting Body and Mind Points to 5 and 5, which increase to 7 BP and 6 MP after the Hood's effect.
I don't have any problems with the Spells themselves; they seem balanced. Raise Dead is pretty terrible, though. I like to play it as:
Raise Dead
Cast this spell on another player's turn after a monster is killed. That monster is raised to life as an Undead figure under your control with 0 Mind Points and half as many Body Points as it used to have, rounded up.
...which basically means that the strength of the monster you raise is directly proportional to its original strength. Depending on the strength of the monsters your Heroes fight, it may also be expedient to add the clause "The raised figure rolls one fewer Combat Dice to attack and defend (minimum 1).".