You’ll definitely get to do some fleshshaping
Necromancers don’t have powers beyond their own death unless they do something like become a lich or an especially angry ghost. The necromancer way to come back from the dead is to not ‘die’ in the first place. As for what it can do, I’m basically envisioning it not as death magic, but as life magic. So, it can make the undead and steal people’s life and call souls back from beyond the veil against their will, but it can also heal, regrow lost limbs, etc. I mean, sure, if you want to get technical, that’s fleshshaping, but the fellow with the brand new arm isn’t going to press the point.
As for how capable you are at other magic, I want to make that up to the player. In fact, the next system I write for the game is going to be me figuring out how. I’m torn between two approaches:
The first is straightforward but very game-like. You have 30 points, you can divvy them up however you want among the other four schools of magic. The pros are that this is easy to code and easy to understand. The big con is that it’s very immersion-breaking. You’d be taking a break from the story to basically move stats around.
The other approach is that, for each class in your first week, you can decide how good you want to be in that class. You’ve got two "good"s and one “great” that you can allocate. (which will be something like 5, 5, and 10 points). The pros is that this is doesn’t disrupt the story at all, it’s a choice like any other and I can weave it in. The con is that it’s clunky and, unless I do some immersion breaking to explain what’s going on, people are going to be good at the first three classes and then miss out on summoning. Plus if I want to let the player reconsider their choices afterward (which is probably a good idea, given how likely it is they’ll make those choices without knowing what they mean), I’m basically writing the first option in addition to this one.