Perhaps the easiest way to unbalance an NPC—without modifying any of the basic rules of the campaign and introducing the notion of lower-planar powers—is for the DM to assign dual-classed abilities to a particular character. In practice, DMs rarely adopt this approach when creating NPCs because the process can be quite time consuming. As we shall see, for the special case of necromancer wizards, the creation of a dual class can be relatively easy.
For simplicity, since the character's principal profession is assumed to be necromancy, the DM must only worry about determining the NPC's original profession. In other words, the DM can suppose that NPC advanced in a primary career up to a certain point and then abandoned that profession in favor of taking up the vocation of necromancy. The DM's first task, then, is to determine the necromancer's original profession. The obvious obstacle to this approach involves ability score restrictions. According to the PHB (page 45), the character must have an Intelligence of 17 (a necromancer's prime requisite) and a score of 15 in the prime attribute of the original profession. The easiest way to select a potential first profession, then, would be to inspect the necromancer's ability scores.
Fighter/Necromancer[]
This combination requires the character to have a 15 Str and 17 Int. Along with the minimum 16 Wis of the necromancer, this combination can be hard to generate using the standard character generation procedures from the PHB. Although fighter/necromancers cannot wear armor, they retain their original fighter kit abilities, weapon proficiencies, excellent hit points, and THAC0. The character retains the ability to use of all weapons and magical items (including a girdle of giant strength and so on) that he or she enjoyed as a warrior. These benefits make the character a much more difficult opponent in physical combat (quite handy for an archvillain).
Of all the dual-classed characters, this is perhaps the easiest for the DM (or another player) to effectively role-play and justify. Consider the case of Talib the Magnificent, a 5th-level warrior/16th-level necromancer. Because of his physical strength, the character embarked on a career as a warrior of the desert until he encountered a mentor in the wilderness who recognized his “true calling” as a necromancer. From then on, Talib devoted his life to the Art, forsaking his earlier profession, except when it best served his purposes to appear like a fighter. Early in his magical career, when his supply of spells was frightfully limited, Talib's specialization with the scimitar helped him in many battles.
Except in special circumstances, a dual-classed character will generally not have advanced to name (9th) level as a warrior before adapting necromancy. If the character had attained fame and notoriety as a warrior, there would have been little reason for him or her to switch professions! For simplicity, the DM may determine the character's level of experience as a fighter by rolling 2d4 (resulting in 2nd to 8th level).
Thief/Necromancer[]
To be a dual-classed thief/necromancer, the character must have a minimum 15 Dex and 17 Int (including, of course, the minimum 16 Wis of the necromancer). This combination does not have many advantages, though. From the character's perspective, the combat abilities (hit points and THAC0) of the rogue are only marginally better than that of the wizard. In addition, even at low levels, a wizard's spells can dramatically overshadow a thief's mundane abilities. For instance, who would not prefer a spider climb spell over the usual climb walls ability? Why pick a lock when you can knock?
The trap detection and lock picking abilities of a thief would greatly benefit a subtle necromancer who enjoyed tomb robbing, but remember that once the wizard can animate dead, the importance of such skills may be greatly reduced (as noted in the Introduction). Perhaps another exception to this rule is the Anatomist or any other necromancer who must regularly work at the heart of civilization. For the Anatomist, who needs a steady supply of stolen bodies, a rogue's skills might prove indispensable. Moving silently and hiding in shadows, for instance, are practically impossible to duplicate without spells from the Illusion school (which is forbidden to all necromancers).
From the DM's perspective, a rogue's percentage ability scores are considerably more difficult to generate than those of the warrior. As with the fighter, a dual-classed thief/necromancer character will not have advanced to name (10th) level before changing professions. The DM can quickly determine the character's level of experience as a thief by rolling 1d8+1 (resulting in 2nd to 9th level).
Cleric/Necromancer[]
Any necromancer, providing he or she has an Intelligence of 17 or greater, may have previously been a member of the priesthood (the minimum 16 Wis needed to be a necromancer is naturally the prime requisite of a priest). This combination would seem to be a great benefit to the character, but it raises a number of concerns (chiefly philosophical) about a fundamental difference and incompatibility between wizards and priests, especially those that worship death. Of all combinations, the cleric/necromancer is the rarest, most time-consuming to generate and the most difficult to role-play.
Unlike fighting, thieving, or wizardry, which may be chosen out of convenience, serving in the priesthood usually involves a sense of “calling” by a specific god and a profound personal piety. Priests that do not put the needs of their god or religion above their own personal desires simply do not advance far in that order. In this context, the cleric/necromancer may be considered to be an “outcast” priest who did not possess the enough faith to devote his or her entire existence to serving a particular god, regardless of the alignment involved. As a result, the character did not progress far in the priesthood, certainly not to 9th level, the stage at which clerics gain a parish. The DM can quickly determine a character's level as a priest by rolling 1d6+1 (2nd to 7th level).
At the other extreme of the spectrum, certain religions may condone or even encourage their members to learn the wizard's Art of necromancy. Religions devoted to gaining knowledge or spreading evil might allow their most intelligent and well-trained high-priests (9th-level minimum) to switch classes and become wizard necromancers. Of the new cleric priesthoods detailed in Chapter Five, those worshiping the deities of Pestilence and Undead would probably condone such training.
Such a change in professions would only be permitted after two specific conditions had been met. First, the chosen individual must display absolute and unswerving loyalty to his or her deity. Second, the chosen individual's wizardry training, once complete, must be put to immediate use in serving the religion.
These “fanatical” priest/necromancers will typically only be encountered in an established temple or on a mission of importance to their god or religion. The DM is referred to the Al-Qadim® Ruined Kingdoms boxed set, which describes an fanatical cult of priest/wizards called Geomancers, who employed a variety of evil magics (including necromancy) to further their organization's ends.
Finally, the cleric/necromancer can be unusually challenging for the DM. The priests' proficiencies, religion, specialty powers, and spells greatly increase the character's complexity, especially at high levels. Of course, the priest's improved combat abilities (hit points and THAC0) will dramatically increase a wizard's strength in direct melee. For all these reasons, the character can be difficult to role-play properly, even for experienced DMs.
Psionicist/Necromancer[]
This combination has interesting possibilities. Many psionic disciplines (particularly psychometabolism) include abilities which affect the processes of healing, disease, and death—perfect powers for the necromancer. For instance, Tanith Lee's novel Kill the Dead explores the theme of a psychic ghost hunter whose mental powers enable him to sense and manipulate spiritual forces. Indeed, it is easy to imagine how dabbling with such psychic skills could lead to a wizard's career in the Art.
If the DM is interested in further exploring the theme of the necromantic psionicist, refer to DRAGON® #200, where “The Even More Complete Psionicist” details the Spiritualist Kit: a psionicist who specializes in communicating with the spirits of the dead. The Spiritualist could play a similar in role in a campaign to the Witch necromancer who serves primarily as a diviner. For more psionicist kits and further ideas to flesh out a dual-classed necromancer/psionicist, see also “Open Your Mind” in DRAGON #191.
Along with the requisite 17 Int, this dual-classed character would require a 15 Con (in addition to the usual 16 Wis). An NPC's level of experience as a psionicist may be quickly determined by rolling 2d4 (resulting in 2nd to 8th level). While the character would undoubtedly benefit from a psionicist's wide range of mental abilities (as detailed in the Complete Psionics Handbook), the added complexity could render the NPC difficult to role-play effectively. Those DM's wishing to integrate psionics with the necromancer in a more limited and manageable fashion may care to employ wild talents rather than full-fledged psionicists.