First, D&D like :
Baizuo's Gate 3:
Necromancy is an wizard specialization. The necromancer gets a lot of benefits, like "grim harvest" which allows him to regain his hp after killing a enemy, if he used a 3rd tier spell, he gets 6 hp back. If the spell is a necromantic spell, he gets 3x. Undead Thralls is another benefit which increases drastically the damage, hit chance and hp of your minions.
5e necromancy is much weaker than 3/2e. Animate dead in 5e can only raise skeletons and zombies.In BG3 once you reach v 9 your animate dead can raise ghouls and winged ghouls., winged ghouls have amazing fly speed and can paralyze foes with its melee attacks. Create undead is also much better than in P&P. In P&P, is necessary to heighten it as a 9th tier spell to create a mummy. In game, you can raise mummies at lv 11, very close to the level cap of 12.
So the overall list of minion :
- Zombies Cheap and expendable foe - Avaliable at lv 5
- Skeleton Good ranged creature - Available at lv 5
- Ghoul A "upgrade" version of the previous undead - Available at lv 9
- Flying ghoul
- Great damage and control with its paralyzing claws - Available at lv 9
- Mummy - Relative good minion. Available at lv 11 with create undead
Is also possible to doing a long questline, get Dense Macabre spell. A quite powerful minion creation spell which requires no corpses

Baldur's Gate 2/1:
Contrary to BG3, being a necromancer in BG2 has greater drawbacks as the game is made with 2E ruleset, You have illusion as opposition school, so, forget the amazing low level illusion spells like blur and high level spells like simulacrum. There are no benefits in animate dead casted by a necromancer over a generalist caster. However, the necromancer target makes the save vs spell at -2 penalty.
That is incredible powerful. Combined with the natural -2 from Finger of Death can be extremely powerful and good.
By putting in a sequencer/contingency two lower resist + a greater malison, you can reduce up to 60% of enemy MR and make him deal a save vs spell at -8 penalty(-4 from malison + -2 from necromancer specialization + -2 from FoD spell itself), so, against Firkraag, the Red Dragon, great malison has a 95% chance of sticking. 65% chance of Firkraag failing his save against the FoD if the malison is on, 45% if it isn't. Combined, that's a 64% chance of failing his save. Then it's 95% to beat the remaining magic resistance with the FoD, for an overall 60.8% chance of the two-round kill vs the dragon.
BG1/2 also has lots of interesting mods, like Shadow magic mod.
Pathfinder Kignamer + Wrath of the righteous
In PF:KM, evil clerics are the best class for undead reanimation and necromancer specialized wizards, the best class for offensive dark magic spells. The most powerful spells from D&D got toned down in PF1e, for example, Finger of Death no longers OHK on a failed save, just dishes ridiculous high damage. Same for wail of the banshee. The illusion based spells in other hands had maintained the OHK capabilities.
Kingmaker has lots of powerful necromancer spells but honestly, other schools have its fair share of amazing spells. Sirroco and Ice Prison are the two most iconic examples. There are also way more minions in conjuration school than in necromancy school. Creeping doom can trivialize a huge portion of the game on unfair
In WoTR, the lich mythic path adds a lot of new undead companions, a very weak undead pet, and lots of interesting necormantic spells, including tier 10 "epic" spells. You cna even become a lich in chapter 5.
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Now, roguelikes :
ADOM - Ancients domains of Mysteryt
every class can learn necromancy skill however, only necromancers can fully master it, a lv 50 wizard which learns necromancy can only raise zombies and skeletons while a true necromancer can raise lots of different types of undead. Raising the dead is a "chaotic" act and messes with your char alignment, it also require corpses and damages your mana attribute(after some time it regens). There are also a variation. White necromancy. Only available for mist elves of neutral and lawful alignment. Animates constructs like Homunclus, Statues and Golems instead of undeads.
IDK if some necromancer abilities like the vampiric hands on lv 25 for necromancer applies to white necros as I never reached lv 25 but other abilities like animating every corpse on sight without cost for temporary instead of permanent undead doesn't seem to be available for white necros.
ToME4/Tales of Maj Eyal
This video explains better than any words
Rogue Empire - Dark Heroes
This game has a necromancy in between ADOM and ToME4. What I mean by that? It requires corpses for PERMANENT minions but contrary to adom, not only humanoid corpses can be used for necromancy. The drop rate for corpses is much more generous and there are a hard cap in the amount of permanent minions which you can have which grows with level. At lv 1, you can only have two minions and they are basic skeletons, however, reaching the level 10 and picking the options to increase the number of minions, I could get up to 6 minions(4 permanent and 2 temporary) and in my first run got the options to use also skeleton archers, wraiths and ghouls. Ghouls are by far the most effective minion, they start weak and small but they tends to drain lifeforce from enemies and grow in size. There are also a spell to create corpse but it costs a lot of hp, only use if you have no other choice. You can rest to regain hp but the game has food/starvation system but is much more generous than ADOM.
New spells and necromancer abilities can be learned randomly in level up screen, and from scrolls, books and wands. Failing to learn a spell can have disastrous consequences.
The default AI of ranged minions is braindead but there is a perk which can be randomly chosen to make it better. There are also temporary minions. Contrary to the "non dark' magic users which only uses mana, most offensive dark magic spells from necromancers also costs hp and necromancers are incredible frail. So you are essentially disarmed without minions.
The game also has abilities to become a Lich and a vampire. No, Lich doesn't have a phylactery like from ToME4 and is a very rare option in leveling up. Lich transformation in the game
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Gothic 2 + RETURNING mod
On Gothic 2 - returning, in order to become a necromancer, you need to ask for apprenticeship from Xardas, get 30 INT(very hard), and do a quest involving killing a "sheep of innos". After it, you can learn runes. There are no hard caps on how much creatures you can animate BUT each creature that you maintain has a mana upkeep and without the alternative balancing, most low tier summons are banished from boss battles. You can also learn unique skills like a skill who allows you to spend your own lifeforce(much greater than your mana) to maintain your army of darkness. You can also learn demonology. Demons in gothic universe are not creatures of fire, they are creatures of darkness.
The necromancer spells in the game are :
- Circle 1 = Arrow of darkness + Summon weak skeleton
- Circle 2 = Exhaustion + summon zombie
- Circle 3 = Spear of Darkness + Summon skeleton warrior
- Circle 4 = Deathball + summon demon which requires demonology and has a separated progression system
- Circle 5 = Army of darkness -> Summons 2 skeleton warriors and a mage armed with spear of darness.
- Circle 6 = "Skull" and Black Mist.
Hexen: Wrath of Cronos Mod
Age of Conan
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I can talk about other games like Diablo 2, Diablo 1 + Belzebub mod, Wolcen, Mount & Blade + Phantasy Calradia and Legacy of the Dragon, but this thread is already very long. I will only give some examples of AWFUL necromancies and imo the two worst examples of necromancies are Dragon Age Inquisition, a **** game with **** necromancy, is just spirit abilities from Origins but capped, more gear dependent and without animate dead. And TESO """necromancy"""" where the Sorcerer has more minions and cursing capabilities than necromancers. NPC necromancer in other hands do have a bit of cool skills and minion capabilities.

