Here is some house-rule thingie I cooked up some time ago; you might find it interesting/relevant.
The Masters Beyond Death
This dark Merinita cult worships the Babylonian god of the underworld, Nergal. It’s members practice a form of corporeal necromancy, raising undead minions to do their bidding. It is unclear how recent the cult is, but in its modern form it primarily relies on the Mystery of Creaturecrafting.
Only practitioners with Faerie Magic are accepted into the cult. It is possible, however, to join House Merinita and hence be initiated into this Outer Mystery and then join the cult.
First Initiation: Cult Lore 0
Mystery: The supplicant gains Minor Potent Magic creating Undead.
Ordeal: The supplicant gains the Oath Flaw, representing his oath of allegiane to Nergal.
Second Initiation: Cult Lore 1
Mystery: The supplicant gain the Creaturecrafting Mystery.
Ordeal: The supplicant gains the Sensitivity to the Divine Flaw.
Third Initiation: Cult Lore 3
Mystery: The supplicant gains Major Potent Magic in Undead.
Ordeal: Loses Minor Potent Magic.
Names of Power 4
Consumate Talisman; Deleterious Circumstances 5
Fourth Initiation: Cult Lore 6
Living Corpse
Crafter of Undead: Minor Mystery
Through this Mystery, the disciples of Nergal create powerful Undead. Undead may be created as Magical creatures, with total Might equal to five times the raw vis invested in the casting. (This is usually twice the spell’s level, but can be less if means are taken to reduce the Ritual’s cost, such as Mercurian Magic.)
Creating a magical beast is Creo Animal Base 50, with Vim and possibly other requisites. This Mystery opens two new base guidelines, Rego Animal and Rego Corpus Base 50, for creating corporeal undead. As with CrAn, a Vim requisite is always needed, and further requisites may be required. The spell must be a Ritual, and it can only be cast on an appropriate target. The Masters Beyond Death almost always use the Until duration, with an appropriate condition that will break the spell (see below for examples).
The created undead are created as Magical characters, with appropriate Might and powers. If using Realms of Power: Magic, they should be Spring characters. If not follow these guidelines: their most powerful Power should not exceed in Level + Penetration the Ritual spell’s level, they should have no more than a few Powers.
Who can be raised? The targets of the cult’s spells are often corpses. The spells fail to work if these have been given proper Christian burial, or the spirits are otherwise in the Divine realm. Spirits in other Realms are usually less vulnerable, but it’s possible that particular ones will be, depending on their fate in the afterlife.
Raising the Undead Horde
ReCo(Vi) Level 95 (B50, +1 Touch, +4 Boundary, +4 Until) Ritual
This feared ritual raises an army of lesser undead - skeletons following the orders of the caster. It can be cast on any collection of mostly-whole skeletons or corpses, such as those from a graveyard or field of battle. All the dead in the area rise up, climbing out of graves if necessary, and present themselves in service to the caster. The spell only animates their bones, and doesn’t protect their flesh from rotting further, so that in time they will turn to skeletons even if at first they may appear as zombies.
The skeletons are loyal and tireless, but not clever or particularly skilled and completely lack any ability to innovate or deviate from their orders. While disciplined, they lack the ability to function as a Group in combat. While terrifying, their combat effectiveness is thus limited. Their one advantage is that they can be created in huge quantities, from the bodies of slain enemy soldiers: because of their minimal Might, these skeletons can be created in huge quantities.
The magic animating the skeletons is undone if they are ever commanded by someone with rightful authority over them, such as their mundane Lord or their military commander. It will also falter if the skeleton is physically destroyed.
Skeleton of the Undead Horde
Magic Might 1
Intelligence -3 (literal thinking), Communication -3 (silent), Presence +1, Perception -3 (dim senses), Strength +2, Stamina +3, Dexterity 0, Quickness -3
Abilities: Speak Native Language 3 (his native tongue)
Virtues and Flaws: Small Frame (skeletal)
Initiative:
Powers: None.
Equipment: Leather hauberk, axe.
Conjuring the Shadow of the Icy Grave
Re(Pe)Co(Ig,Vi) 75 (Base 50, +1 Touch, +4 Until) Ritual
This dark ritual creates a powerful, incorporeal assassin in the caster’s service. It can only be cast on a body buried in deep, cold catacombs.
Undead Shadow
Magic Might 75
Powers:
Incorporeal PeCo 60 (B40, +2 Sun): The undead corpse becomes immaterial. It appears as a black shadow, and can slither over the ground but has no solidity or substance to it.
Icy Grip PeIg 10 (B5, +1 Touch), Penetration 65: The shadow’s touch does +5 cold damage. It is cold enough to freeze water.
The Fury of the Lost of Pompeii
Re(Cr)Co(Ig) 75 (Base 50, +1 Touch, +4 Until) Ritual
Burned Men
Magic Might 75
Powers:
Touch of Abysmal Flame CrIg 30 (B25, +1 Touch), Penetration 35: Touch does +30 damage.
Arc of Abysmal Flame 45 (B25, +2 Voice, +2 Group), Penetration 30
The Corpse Golem
Re(Mu)Co 85 (B50, +1 Touch, +2 Group, +4 Until) Ritual
Targets 10 related corpses, all must have died in the same battle, for example.
Magic Might 85
Powers:
Swallow the Dead MuCo