So, today I've decided I'm going to try and act like I know what I'm talking about and do an analysis on Necromancy spells within the infinity engine games. I'll go through each class that has a necromantic flavor and then compare wizard and cleric spells and abilities. Also, this primarily focuses on IWD:EE but information can be relevant to BG:EE and BG2:EE especially if you import IWD:EE's spells to them.
Classes:
Classes suitable to perform necromancy in my opinion are Wizards and Clerics as the top contenders followed by Blackguards, Bards, and Sorcerers. Monks can also have a necromantic flavor with the Dark Moon Monk and modded kits.
Human Wizards have access to the Necromancer specialist. They gain saves vs necro spells, one extra spell a day, and an increase in chance to scribe necromancy spells by 15%. They lose access to Illusion and Enchantment spell schools and have a -15% chance to scribe spells from non-necromancy spell schools. The Wizard seems to focus more on the "Black Magicks" side of things. Will go into more detail later. They can learn animate dead as a 5th level spell at level 9.
The Cleric is a divine spellcaster and is more suited for the "Master of Life and Death" type of necromancer. If you're good or neutral aligned you turn undead which first fears them but at later levels can outright destroy them. If you're evil you may rebuke undead. This will still fear them but instead of destroying them you dominate them under your control. Unlike the wizard, you lose out on many spells depending on your alignment. Good Clerics gain many life spells such as the powerful Resurrection while evil Clerics gain necrotic spells like Destruction and Wither. Neutral Clerics gain some of both. Will go into more detail later. Clerics learn animate dead the earliest as a 3rd level spell at level 5.
Blackguards make fine unholy warriors but certainly lack in the spells department. You won't be casting animate dead until level 13. Despite this, the Aura of Despair, Poison Weapon, and undead immunities make the Blackguard a great character if you want that black magic feel while being a primary melee character. Like the Cleric, they also gain the ability to rebuke weaker undead.
Bards learn the wizard necromancy spells but at a slower rate as they only start beginning learning the arcane from level 2 onwards and can only learn up to 8th level spells. They only gain one 8th level spell at level 29(!) which makes them not-so-great for a legit primary necromancer. There are mods you can use such as Song and Silence which adds a Dirgesinger Bard which has great necromantic flavor which a debuffing bard song and a SLA to animate dead at level 10. Unfortunately the Song and Silence kits only seem to currently be working in BG:EE and BG2:EE. IWD:EE the kits do not work to my knowledge. So, as a Bard, like the Blackguard, you will gain the ability to learn animate dead at 13. Keep in mind Bards level very quickly with their rogue level-progression.
Next are Sorcerers. It may be argued they can be equally good necromancers (well, they can actually); however, they do not have a great necromantic flavor as the Wizard has the Necromancer specialization and the Cleric has dominion over the dead as a modal ability. If you already have a scroll-learning character in IWD:EE it may be nice to have a sorcerer so they can innately learn all the necromancy spells. It may also be useful if you don't know where to find certain necromancy spell scrolls within the game. They learn animate dead as a 5th level spell at level 10.
Forgot about Monks on my initial writing of this. So Dark Moon Monks combine dark magicks and martial arts. They can use frozen fist which is similar to chill touch. As they level they may also cast Blindness, Blur, Vampiric Touch, and Mirror image.
Multi-Classing and Dual-Classing:
If you're seeking to multi-class I would say the best way to go about being a "True Necromancer" is to be a Half-Elf Cleric/Mage. This way, you gain all the arcane and divine spells along with turn/rebuke undead. If you want to focus on life spells, go good. If you want destructive spells, go evil. Then, if you want to generalize, go neutral.
Honestly, any Class/Mage or Class/Cleric can perform well as a Necromancer due to having the ability to obtain the required spells. One could try emulating an unholy warrior for non-humans by using an Elven Fighter/Mage and only choosing dark-themed spells or play a Gnomish Thief/Cleric and serve as an Unholy Assassin using the Undead and Dark spells to enhance your killing potential.
Unfortunately my knowledge is very limited when it comes to Dual Classing. I will be updating this part soon using information in the 2e book known as the Complete Book of Necromancers.
The spells you will be using as a Necromancer:
Here is a list of all the necromancy spells used by both divine and arcane means. The arcane list was provided by
@Merina in her thread, here:
http://forums.beamdog.com/discussion/41493/wizard-spell-lists-icewind-dale-enhanced-edition#latestIn the divine list I note any alignment restrictions as well as any comparisons to the arcane list.
Necromancer:
1 Chill Touch (Necromancy)
1 Larloch's Minor Drain (Necromancy)
2 Ghoul Touch (Necromancy)
2 Horror (Necromancy)
3 Hold Undead (Necromancy)
3 Skull Trap (Necromancy)
3 Vampiric Touch (Necromancy)
4 Beltyn's Burning Blood (Necromancy)
4 Contagion (Necromancy)
4 Spirit Armor (Necromancy)
5 Animate Dead (Necromancy)
5 Summon Shadow (Conjuration/Summoning, Necromancy)
6 Darts of Bone (Necromancy)
6 Death Spell (Necromancy)
6 Lich Touch (Necromancy)
6 Soul Eater (Necromancy)
6 Trollish Fortitude (Necromancy)
7 Control Undead (Necromancy)
7 Finger of Death (Necromancy)
8 Abi-Dalzim's Horrid Wilting (Necromancy)
9 Energy Drain (Necromancy)
9 Wail Of The Banshee (Necromancy)
Cleric:
1 Cause Light Wounds (Neutral or Evil only)
1 Cure Light Wounds
2 Aid
2 Cause Moderate Wounds (Neutral or Evil only)
2 Cure Moderate Wounds
2 Slow Poison
3 Animate Dead (Both Wizard and Cleric get this. Cleric receives at level 5, Wizard at 9)
3 Cause Disease (Similar in function to Contagion, Disease does strength damage while Contagion does Str, Dex, and cha)
3 Circle of Bones (Neutral or Evil only)
3 Favor of Ilmater (Good or Neutral only)
3 Holy Smite (Good or Neutral only)
3 Unholy Blight (Evil or Neutral only)
4 Cause Serious Wounds (Evil or Neutral only)
4 Cure Serious Wounds
4 Death Ward
4 Lesser Restoration
4 Neutralize Poison
4 Poison (Evil only)
4 Unfailing Endurance
5 Cause Critical Wounds (Evil only)
5 Cure Critical Wounds (Good or Neutral only)
5 Mass Cause Light Wounds (Evil only)
5 Mass Cure Light Wounds (Good or neutral only)
5 Raise Dead (Good or neutral only)
5 Slay Living (Neutral or Evil only)
5 Undead Ward
6 Dolorous Decay (Druid Only?)
6 Harm (Evil only)
6 Heal (Good or Neutral only)
7 Destruction (Evil only, stronger version of Finger of Death but touch range)
7 Finger of Death (Shared on both Wizard and Cleric list)
7 Greater Restoration (Good or Neutral Only)
7 Regeneration (Good or Neutral only, similar to Trollish Fortitude)
7 Resurrection (Good only)
7 Wither (Evil only)
Bard:
1 Chill Touch (Necromancy)
1 Larloch's Minor Drain (Necromancy)
2 Ghoul Touch (Necromancy)
2 Horror (Necromancy)
3 Hold Undead (Necromancy)
3 Skull Trap (Necromancy)
3 Vampiric Touch (Necromancy)
4 Beltyn's Burning Blood (Necromancy)
4 Contagion (Necromancy)
4 Spirit Armor (Necromancy)
5 Animate Dead (Necromancy)
5 Summon Shadow (Conjuration/Summoning, Necromancy)
6 Darts of Bone (Necromancy)
6 Death Spell (Necromancy)
6 Lich Touch (Necromancy)
6 Soul Eater (Necromancy)
6 Trollish Fortitude (Necromancy)
--Baldur's Gate Spell Cap For Bards --
7 Control Undead (Necromancy)
7 Finger of Death (Necromancy)
8 Abi-Dalzim's Horrid Wilting (Necromancy)
Blackguard:
1 Cause Light Wounds (Neutral or Evil only)
1 Cure Light Wounds
2 Aid
2 Cause Moderate Wounds (Neutral or Evil only)
2 Cure Moderate Wounds
2 Slow Poison
3 Animate Dead
3 Cause Disease
3 Circle of Bones (Neutral or Evil only)
3 Unholy Blight (Evil or Neutral only)
4 Cause Serious Wounds (Evil or Neutral only)
4 Cure Serious Wounds
4 Death Ward
4 Lesser Restoration
4 Neutralize Poison
4 Poison (Evil only)
4 Unfailing Endurance
RP Gods for the aspiring Necromancer: Jergal*, Kelemvor*, Mrykul, Velsharoon, Kiaransalee, Bhaal, Cyric, and possibly Shar (She has had the Undeath and Death domains before, though it would seem she attained these after the events of IWD:EE and BG/BG2:EE).
*These two don't like Liches or anyone that has willingly become Undead. Kelemvor hates the Undead completely but Jergal would allows his followers to use undead to fight the undead.
Mods of Note:
http://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1?_ga=1.95594267.602184538.1431381712Tome and Blood adds Elves to be able to become Necromancers along with the Revenant Bloodline for scorcerers and two sub-kits for necromancers. The Pale Master is much like it's 3.5 counterpart and gives you undead immunities as you level as well as a d6 hitdice. The Pale Master is Neutral and Evil only. For Good and Neutral you can be the White Necromancer of which I can assume is based on Pathfinder's class by the same name. It gives you raise dead as well as a number of healing spells to your spell list.
http://www.gibberlings3.net/sns/Song and Silence adds the Dirgesinger bard so if you want to use that in BG:EE or BG2:EE you're perfectly available to. Also, if you use this version's shadowdancer they have summon shadow which is also an undead type creature.
http://gibberlings3.net/forums/index.php?app=downloads&showfile=706Divine Remix adds the Strifeleader of Cyric Cleric kit. If you want that death god flavor for your Cleric Cyric is a pretty good way to go.
http://www.gibberlings3.net/iwdification/IWDification adds many of the spells from IWD to BG:EE and such.
http://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1Scales of Balance has been discontinued and its spellcasting stuff is going to be added to Tome and Blood. Keep an eye out for the set of mods that will contain: Tome and Blood, Might and Guile, and Faiths and Powers.
http://forums.beamdog.com/discussion/18620/mod-beta-monastic-orders-of-faerun/p1http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/Both of these mods also contain a monk of the Order of the Long Death which make other good death-themed martial artists.
@elminster thanks for the link n_n
Ending notes and biases:
Soooooooooooooooooooooooooooo
I personally cannot decide which type of char I like more between pure Cleric, pure Wizard, or Cleric/Mage. Wizard definitely has the better offensive spell collection as a lot of the Cleric's spells are healing or protection spells. However, Clerics gain animate dead at a much earlier level, 5 compared to 9. This with the ability to rebuke undead as en evil cleric makes it a tough choice to make. On the wizard side you gain badass spells like Soul Eater that kills enemies and turns them into skellybros which is super special awesome! Also, EE keeper is fun. Sometimes with the TnB mod I'll make a Cleric/Pale Master and such.
If I got any information wrong or have any input I'd super be appreciative of any comments and such n_n
Edit: So, thanks to
@abacus I have learned that Bards, while getting animate dead later, actually get the best version of the spell before both mages and clerics due to their exp progression. They will obtain at it 1,100,000 exp while Clerics will gain it at 1,575,000 and Mages at 1,875,000. Thanks again for the information!
Edit the Second: Added spell lists for the Blackguard and Bard. I'm unsure about the Blackguard one since I haven't used a Blackguard in IWD:EE but this is what I assume the spells available would be.