The system in 'Super Necromancer' operates on a pretty clear RPG-style framework, which I found engaging even if it's not wildly original. The protagonist, Alden, gains a Necromancer class after a near-death encounter with a monster. From there, it's a mix of skill acquisition, level progression, and resource management. He earns 'Soul Shards' from defeated enemies, which act as both currency and experience points. These shards are used to purchase skills from his system menu and to evolve his undead minions. What I liked is the tiered minion system—skeletons start as basic foot soldiers, but investing shards lets you upgrade them into armored versions, then bone mages, and so on. There's also a cap on active minions based on his level and a 'mental strain' mechanic that prevents him from just spawning an endless army. The system sometimes gives him quests, too, which push the plot forward. It felt balanced, never letting him become too overpowered too quickly, which kept the stakes real.
That said, the magic system's rules aren't just window dressing. There are costs. Raising the dead in a world where the Guild monitors supernatural energy signatures means he has to be cautious. The novel spends a decent amount of time on the logistics—hiding his undead in a pocket dimension, managing their upkeep, even dealing with moral dilemmas when using the souls of sentient beings. It's not just a power fantasy; the system is integrated into the world-building, with other characters having their own unique systems. The necromancer path is portrayed as rare and taboo, which adds social conflict to the mechanical grind. It reminds me of 'Solo Leveling' in its polish, but with more focus on strategy and army management than solo combat.