Raise the Dead (Lore Attribute): Every successful Lore spell cast gives you a counter. Some spells give you extra counters as part of the description. You can cash these tokens in to add 10 points/counter to the value of a summoned unit. Many units may ONLY be summoned with the expenditure of counters.
This spell summons up to 50 ( 9+ ) or 100 points of infantry ( 14+ ) or up to 150 points of Monstrous Infantry ( 16+).
50 point level you can summon
10-12 Skeleton Warriors depending on equipment
20 Zombies (with one token): As the cheapest point cost per model, this should be your go-to unit when all you need to do is stall an enemy.
10 Skeleton Archers with one Token:these guys are good because they can shoot immediately after the magic phase and still serve as a roadblock.
100 point level
10 Ghouls: Can be used for flank support but they have no saves at all and poor leadership so they will likely die very fast.
16 Skeleton Archers: these guys are good if you are facing enemy skirmishers or other squishy targets hiding behind lots of penalties to hit.
20 Skeleton Warriors depending on Equipment: Not terrible on the surface but it doesn't have the sheer body count of zombies or the immediate attack of Skeleton Archers.
30 Zombies with Standard and Musician: If you need a really big roadblock and don't care about not killing your enemy, this is your unit as it should hold things up better
than 20ish skeletons will.
10 Grave Guard/Tomb Guard with one Token: If you decide you want an offensive backup, this is best you can get with Ryze. These will provide more bang for your buck than ghouls. They have better WS and saves than most undead, but mostly you want them for the Killing Blow. A token or two more and you can upgrade their weapons.
Cairn Wraiths with five tokens: This takes a lot of tokens, but a unit of three ethereal troops can really ruin your opponent's day if you can summon these guys near someone without magical attacks. By the time you have five tokens to burn, most of the units will likely be engaged so it should be relatively easy to pick an ideal spot to deploy these guys. I wouldn’t recommend burning this many tokens on one unit unless this is your only summoning spell and you need a good spell to clinch your endgame push.
3 Ushabti with any weapon option: they only have Scaly Skin (5+) and Strength 4. You can opt to swap their great weapons for two hand weapons or a great bow (like a regular bow only Strength 6).
3 Vargheists with a unit champion: They are not as resilient as Crypt Horrors, but Vargheists can fly and are one of the few undead units that can always march.
4 Crypt Horrors with one token, 3 Horrors with no tokens: They hit reasonably hard and have poison. they more for durability than anything else with a high Toughness score and Regeneration. That’s presumably a good thing because Ryze is generally used to stall an enemy as opposed to killing it.
2 Morghast Harbringers with one token, 2 Morghast Archai with 3 tokens
This summons 75 points of Swarms or Warbeasts or 150 points of Monstrous Beasts.
75 points ( 10+)
9 dire wolves: For a very cheap spell you get 9 wounds to die for you, and 9 WS3 S3 attacks. Not overwhelming but respectable. Best Razkhar option for soak troops.
3 Carrion: These flyers have 3 Strength 4 attacks each and they have two wounds a model. Thus they hit harder, take hits better, and have a smaller footprint than Fell Bats. Best Razkhar option for damaging troops.
2 Bat Swarms: In terms of raw combat power, Bat Swarms are pathetically weak, but they bestow Always Strikes Last on enemies in base combat. Bat Swarms can be potentially useful. for various pointy eared enemies who you may be fighting.
1 Spirit Host or 2 Spirit Hosts with 2 tokens: They fight pretty poorly, but they are ethereal, so that means they can hold up and eventually beat almost any unit without a static CR or a character unless they get smacked by a magic missile first.
4 Fell Bats, 5 with a token: These guys have 2 Strength 3 attacks each, but at only one wound a piece.
2 Tomb Swarm with one token: You should consider yourself lucky if they even cause Concern.
150 points of Monstrous Beasts
Tomb Scorpion: A Scorpion costs way less than 150 points, so you are not getting your money’s worth out of this spell. Its grab bag of assorted special abilities does not make up for its underwhelming stats.
3 Sepulchral Stalkers with two tokens: Their close combat stats are mediocre, but they have an 8 inch ranged attack that is devastating to low Initiative enemies (and near worthless against I4+ enemies). Since the shooting phase happens after magic, they can attack right of out of the gate.
Kandorak, the Harbringer 10+, 24+: This spell summons a 65 point character or a 200 point Monster, Chariot, or War Machine.
Necromancer: You now have a L1 caster with Lore of Death, Vampires, or Undeath. For 2-5 tokens you can buy yourself a caddy for your favorite Arcane item provided you don’t have it on your regular list. Downside? Your Necromancer is going to be very vulnerable until he can join a friendly unit.
Cairn Wraith: An ethereal character is nice in many circumstances and this will cost you no tokens.
Liche Priest with one Token: When any cheap wizard will do a Necromancer is better, but Liche Priests can take Lore of Light which is something useful in even L1 casters.
Banshee with three tokens: Worth the three tokens if you are facing low Ld enemies.
Wight King with at least two Tokens: A tough soldier with KB is worth the tokens if you can keep him alive between now and when he can enter close combat.
Tomb Prince with many tokens: Regardless of how they are equipped, it will cost many of your tokens and Tomb Princes are only really good when leading a large unit of undead soldiers. Inconvenient since you can’t summon a character inside one of your existing units.
Vampires with many tokens: Vampires are strong fighters, but you need a sizeable pile of tokens to pull this off, even if you field the guy naked.
Corpse Cart with either upgrade: Way under 200 points and the buff is not worth much unless you have LOTS of zombies on the table.
Black Coach: Black Coaches are potent units. Summon this guy early and you can enjoy multiple turns of him powering up with new special abilities in subsequent magic phases.
Casket of Souls: it gives us bonus power dice(s) in all subsequent rounds. As an added bonus, these things are very hard to kill. Note, they do explode violently if destroyed, so try to put them in an isolated corner.
Skull Catapult with Skulls of the Foe: artillery for us! That being said, I would generally prefer a big nasty monster instead, unless I’m facing enemy troops highly prone to failing Panic tests.
Varghulf: It doesn’t do anything exotic (unless you consider marching outside the general's Ld bubble exotic), but it’s a strong monster with a small footprint.
Necrolith Colossus with great weapon or Bow of the Desert: It lacks the punch of the two sphinxes but it costs no tokens. If you take the Bow of the Desert you can fire it right out of the gate (counts a Bolt Thrower).
Hierotitans: Sadly the magical boost only applies to undead casters.
Khemrian Warsphinx with one token: Basically you get a monster that excels at killing blocks of infantry. For an additional two tokens you get fire breathing improving it's niche even better.
Mortis Engine with two tokens: Its buff only applies to the undead .
Necrosphinx with three tokens: Nice and all, but I’d prefer to take the vanilla Sphinx and not eat more tokens than I have to.
Akar’aran, the Dark Riders, 16+: Summons 150 points of cavalry, monstrous cavalry or chariots.
Corpse Cart with either upgrade
5 Hexwraiths: If you can summon these guys early in the game you can have a lot of fun with ethereal units that can run through enemies and burn them.
7 Black Knights, or 5-6 Black Knights and some upgrades: five knights with barding, and lances, a standard, and a champion are pretty good. These guys can pack magic banners, so you can easily take the aforementioned combo but swap the champion for the Banner of Eternal Flame in a pinch if you need to counter something that doesn't handle flaming attacks well.
4+ Blood Knights plus at least five tokens.
3 Skeleton Chariots with two tokens: If you are a TK player then you probably like chariots, and nothing I can write can dissuade you from using them. Just make sure you get the impact hits!
Necropolis Knights with five tokens: These Knights are strong in close combat, but they are not my first choice.