Enchantment, 2B (3) You may play Necromancy any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn and when it loses substance, sacrifice it. When Necromancy comes into play, if it's in play, it becomes an Aura with "enchant creature put into play with Necromancy." Put target creature card from a graveyard into play under your control and attach Necromancy to it. When Necromancy leaves play, that creature's controller sacrifices it.1
Illus. Pete Venters
Enters play as a global enchantment and then becomes an Enchant Creature as a triggered ability upon entering play. It follows all the rules for Enchant Creature permanents from then on. [D'Angelo 2001/08/15]
It cannot be moved to another creature using Enchantment Alteration or a similar effect. [D'Angelo 2007/09/01]
Necromancy becomes a creature enchantment spell and so it does activate the Rabid Wombat and trigger other cards which use creature enchantments. [Aahz 1997/06/06]
The creature is put into play as if it were just cast. Any X in the mana cost is zero. So bringing in a Rock Hydra gives you a hydra with zero heads. [Mirage, Page 31]
When putting a card into play that requires a definition for its value, such as with Minion of the Wastes, you do what is needed. In this case you pay the amount of life you want to pay. [WotC Rules Team 1998/02/02]
This is a targeted ability. Note that cards in the graveyard do not have Protection from Color abilities (see Rule 402.8), but the comes into play ability may be countered if the target creature card is removed from the graveyard before the spell resolves. If the ability is countered, then this card stays an Enchantment and stays in play. [D'Angelo 2002/12/19]