The Necromancer Handbook

This is a discussion of how to play a necromancer. Not how to make a weird 20th level build that does something cute, but actually how to play a character interested in the dark arts in real games. There are many ways to build a decent necromancer, and unfortunately many more ways to make a necromantically inclined character that is tragically incapable of contributing to the machinations of their party. Hopefully, this handbook will help you avoid the pitfalls even as it introduces you to the interactions of the bewilderingly large school of necromantic effects in such a way as to allow them to be used for good. Or at least awesome.

We are aware that in many cases the rules as written for necromancers are unclear, inadequate, or simply unsatisfactory. This is outside of the scope of this guide, and these problems are tackled in its sister publication the Tome of Necromancy.

Necromantic Classes:

There are three necromantic base classes of note: the Wizard, the Cleric, and of course the Dread Necromancer. There are a number of other classes capable of using Necromancy (Sorcerers, for example), but they rarely do it well and often fail in surprising ways. Many of the signature Necromancy spells are used very rarely (Create Undead is not a spell to be used every day, or even during adventures generally – it’s a downtime spell) and the vast majority of characters with “spells known” are completely unsuited to necromancy in the traditional sense. Spell preparation is definitely the way to go, with the notable exception of the Dread Necromancer who has such a large list of spells to spontaneously cast that she might as well have a spellbook. There are some surprisingly good spells nominally of the necromancy school on the Druid and Wu Jen lists, but as they are not thematically related to what we think of as “Necromancy”, these spellcasters will be dealt with elsewhere if at all.

Becoming a Necromancer late in life, by entering a prestige class that provides spellcasting is nominally an option as well. Unfortunately, the most flavorful classes (such as Blighter and Death Delver) are pretty universally terrible, while the actually effective classes are either so obviously broken (Ur Priest), confusing (Chameleon), or both (Beholder Mage) that DMs won’t actually let you play them. There are to my knowledge no playable builds that involve these classes. Between the pain of “catching up” by crawling through low level spellcasting when facing monsters of medium CR, and the tremendous inertia of DMs as regards being forced to learn the rules of an entire new spellcasting class, these paths are a non-starter in almost all cases.

The Necromancer Wizard

Wizard is a class that is 6 levels long (unless you intend to take the Planar ubstitution level at 10th, in which case the class is 10 whole levels long). Necromancy as a wizard is a surprisingly hard road. The first thing to realize is that you do not have an army of the dead! If you wanted an army of the dead, you’d be a Cleric or a Dread Necromancer. Wizards have bonecrushingly powerful necromancy at their disposal, but almost none of it has anything to do with having a shambling army of animated corpses following you around. Necromancy from the wizard perspective is usually about the Soul, and is a deeply powerful school centered around Fear, Possession, and more recently – Cold.

Hilarious note: All the Unearthed Arcana Specialist wizard necromancy trade-ofs are terrible. Except the Enhanced Undead, which gives an unnamed (and stackable) +2 hit point per hit die bonus to all the undead you make. You can benefit from that even if you one-level dip into Wizard.

Clerics are better than Wizards

At its core, the Cleric is a better class than the Wizard. It gets better armor and weapon proficiencies, better saves, more spells per day, more hit points, the ability to ignore ASF, free knowledge of the entire spell-list, and a better BAB. That's not to say that any particular Wizard is outdone by any particular Cleric, there are some very powerful spells on the Wizard list that are not on the Cleric list. But if a Wizard finds himself casting a spell that's on the Cleric list, at least for that round he's the big sucker.

So while you can certainly make a serviceable Wizard who happens to focus on Summon Monster, this character is going to be inferior to a Cleric that does the same thing. Even more so because there are domains like "Summoning" that give Clerics powers in that field that a Wizard can't duplicate. Such a Wizard character may be a vital member of whatever team he's on, but the fact is that there's a guy in the corner singing everything you can do. Like taking the 7th level of Fighter, it may be "good enough" for your game at home, but it's objectively inferior to other things and will not be taken seriously as a choice here.

Of course, Wizards are in an even worse position vis a vis the Cleric in the arena of animating corpses. While command undead is quite competitive with rebuke undead, and Animate Dead apparently works the same whether you are a Wizard or a Cleric - that's an optical illusion. Clerics get access to Animate Dead early. And they get access to Desecrate at all, which means that all their skeletons have 2 extra hit points a level that the Wizard can't match for some time (remember to construct an altar to Nerull everywhere you want to make Undead, because it doubles the Desecrate bonuses and doesn't cost anything). Finally, there are domains that give real bonuses to your necromancy that you can have if you aren't stuck shelling out for the worthless Death Domain because you are trying to get into True Necromancer (Boo!).

A real dead animating Cleric can have the Deathbound Domain, which gives her an additional 50% to the skeleton hit-die cap. That means that a Cleric's army of the dead at 5th level is bigger and better than the Wizard's army of the dead at 7th level. And using those spells didn't even take up valuable space in a spellbook or anything.

The Necromancer Cleric
Cleric is a class that is potentially as much as 12 levels long, but is actually quite variable in length. Clerics are the default necromancers from the standpoint of the Skeleton Army. It is normally required that you forfeit your ability to heal the party by being a Cleric Necromancer. It’s not like you’re going to prepare a cure spell – that’s crazy talk! However there are some obscure loopholes you can exploit here. Nothing bad happens to Clerics if they cast spells with an opposed Alignment to their own, it’s just that such spells are not normally on their list. A Cleric who gets Undead Animating off of their domain lists or similar other sources can jolly well cast those spells even if they are Good. So if you happen to be a Lawful Good Cleric of Wee Jas, you channel positive energy but can still animate the dead (because you get all those Death Domain spells).

The Dread Necromancer
The Dread Necromancer is a class that is 8 levels long. Early in its life it is a melee warrior, and later on it’s a passable Undead Leader. You can cast any spell on your spell list as a spontaneous effect, which is a unique way to do things and of course is the most favorable spellcasting mechanic ever. Adding spells to your list is easy and fun, the default method is to use Arcane Disciple, which adds 9 spells to your list each time, but more elaborate methods (such as a Ring of Theurgy) exist. All Dread Necromancers, regardless of their ultimate goals, have Tomb Tainted Soul as their 1st level feat. That’s not a recommendation, that’s a simple fact. The ability to heal yourself with your own touch is invaluable, and in the long run you are going to have the ability to spray negative energy all over everyone within five feet of you, including yourself. If you don’t have Tomb Tainted Soul, your negative energy bursts are a suicide bomb, if you do have it they are instead an vampiric healing attack.

Other Spellcasting Classes
There aren’t just 3 spellcasting classes, there are just 3 spellcasting classes that are good. Many times a player may be tempted to play one of the many other spellcasting classes that dot the landscape and we can say without the slightest shadow of a doubt that under no circumstances should any of them be used. For example:

Don’t be an Archivist:
Archivists don't have Domains or Rebuking, and they don't automatically know all the Cleric spells. So unless something weird happens, they are in all ways inferior to a Cleric at Necromancy, or anything else. That weird thing, of course, is that as an Archivist you have the ability to have the DM allow you to find powerful and unique spells that you can scribe into your book and rock the house with. But these spells aren't under your control. They fall into your lap because the DM puts them in your lap, and not otherwise.

So there aren't really any Archivist "builds". It's just a "maybe the DM will give you some cool things to do" class. Like Pun-Pun, the power of any particular Artificer has nothing whatsoever to do with its own intrinsic abilities, it is entirely based on whatever the DM felt like forking over out of pity because you couldn't do anything good on your own. And when it comes down to it, Wizards already have the "The DM can give you additional awesome spells by dumping magical writings in your lap" power. And they are independently good. So no, we won't give any examples of Archivist builds, because they aren't independently verifiable.

Don’t be a Warlock:
Warlocks get access to an Invocation called The Dead Walk, which has two uses. It can either work like normal Animate Dead (that you pay full price for), or it can act as a special kind of Summon Undead that has a duration of several minutes and has a material component of one corpse. That's weird, but it's not particularly good. If it was backed up with anything else along these lines it might be worth thinking about, but it isn't. Warlocks get no desecrate, and no special Undead leadership. They don't actually have any cool powers at all.

Yathrinshee, the Dark Beauties of Bad Class Features
Like the True Necromancer, this is an arcane/divine combo PrC that is very cool and we'd totally play it if it wasn't completely crippled. Aside from the class requiring you to be a totally hot necromancer dark elf chick, it wants you to have five levels of Cleric of some god you don't care about and three levels of Wizard. Then, over the coarse of 10 levels you lose FOUR more caster levels from both your classes. Add in your level adjustment for being a drow, and at 20th level you are...wait for it...NINE levels behind in your cleric spells and ELEVEN levels behind in your Wizard casting. You can't even try to mitigate this with Ur-Priest cheese, since you need to follow this one god to get into this class.

Basically, this class has all the problems of a True Necromancer, but worse, and better flavor abilities. Their one great ability is the Curse of the Revanancer, which is awesome, as it lets you kill things with spells and they automatically become zombies under your control. Thats cool, and even very powerful under the right circumstances, but how are you even supposed to kill things with your spells at any point in your career?

You are not going to play a True Necromancer!
A lot of people love the True Necromancer, even though it’s a completely crippled class. Even a Mystic Theurge is better, and that’s saying quite a bit because that class is a dog with fleas. You’re 5 real caster levels behind the curve. If you just took Leadership, and then your cohort took Leadership, both of the cohorts would have better casting than you (being 2 levels behind and 4 levels behind respectively). You can provide the party better and more powerful Necromancy as a single classed Fighter that happens to have Leadership than you would if you were a “True” Necromancer.

Top Ten Reasons True Necromancers Are Bad

1. At 14th level, you are five caster levels behind in both classes, so if the party Fighter took Leadership, and his cohort got Leadership, he’d actually be bringing more Necromancy to the table than you. As a fighter.
2. You have to take the Death Domain as a Necromancer Cleric, which is a waste of a Domain Slot when you are trying to be good at Necromancy.
3. In the early levels, you postpone your access to Animate Dead by 4 levels.
4. At 8th level a True Necromancer can create, but not control Ghouls. A Cleric at that level can control but not create Ghouls. Guess which is better? At 11th level, the True Necromancer gets the ability to control Ghouls, and the Cleric gets the ability to create them, so there’s no point at which this is advantageous.
5. The only unique ability of the True Necromancer class is unimpressive. Desecrate is a great spell, but it’s also a second level spell.
6. True Necromancers eventually get a bonus to Rebuking – at 17th level they have a +1 bonus to their Rebuking level. But at 7th level they have a 3 level penalty to their Rebuking level. So at low levels when rebuking is good they can’t use it, and at high levels when Rebuking doesn’t matter they don’t care.
7. True Necromancers are always going to have underwhelming Save DCs. Between MAD and the fact that they are often forced to use spells that are 3 spell levels lower than what the single-classed casters can use, they’re going to be out enough Save DC that it shows. A lot.
8. As a True Necromancer you have all the disadvantages of both a Cleric (the gods can take away all your spellcasting at any time), and a Wizard (you have Arcane Spell Failure, preventing you from wearing good armor). Also, your BAB and HPs stink when compared to a Cleric.
9. Control pools from Animate Dead actually don’t accumulate between your two classes. It’ right in the spell, if you cast the spell it considers all undead you control from all castings of Animate Dead, not just your Arcane or just your Divine castings of the spell. Some people say differently, and some even quote CustServ, but when was the last time you won an argument with your DM using the line "some guy on a board said that CustServ told him....."?
10. There is almost no synergy between Cleric and Wizard Necromancy. Any synergy you desperately want to find could be replicated by just taking the Apprentice feat at first level and having some Use Magic Device. Get yourself a couple of Wizard Scrolls or something. It’s a better buy than setting 5 caster levels on fire. Smart cookies can even get the right spell effects off monsters for free, no less.

All About Rebuking
Rebuking is a potentially wonderful, and horribly underused ability that is itself shockingly level dependent. Additions to your Rebuking checks are virtually worthless, as you can only command undead that are half your level in Rebuking in hit dice. Undead have the BAB of a commoner and no Con bonus, so high CR Undead have many more Hit Dice than their CR. Even if you keep your Rebuking up to full level, the creatures you will be able to control will become increasingly outgunned by the monsters you meet in your day-to-day adventuring. And if you allow your Rebuking to fall behind even a tiny bit, you might as well not have the ability at all. The Rebuking handed out by such classes as the Blackguard is useful only for powering Divine Feats – it should not be confused with an actual manner to control or bolster the Undead.

Rebuking can of course be increased, and rather easily. The key is that the ability itself is “as Turn Undead” with no provision on level bonuses. So any bonus to Turn Undead also bolsters Rebuking by default, but the reverse is not also true. So an Amulet of Turn Undead increases your effective level of Rebuking, but a Mark of Apostasy won’t aid Turning in any way. Remember that all bonuses to Turning (Rebuking) level are unnamed, so they all stack. You can even have multiple copies of the same item and they’ll still stack. For those of you keeping track at home that means that a character with an Amulet of Turning (+4), a Scepter of the Netherworld (+3), and a Sacred Shield (+2) can command 5 Hit Die Undead even as a first level character.

The creatures you can command become relatively weaker when compared to you unless you pull Turning bonus shenanigans, but they also become easier to command in the first place. By the time you can command a 5 Hit Die undead monster it is actually impossible for you to fail to do so. The turning check itself just isn’t that meaningful. Your real enemy of course is Turn Resistance, as every +1 Turn Resistance means you need to have 2 more whole levels worth of Rebuking to command the creature. Surprisingly, many abilities such as “Necromantic Presence” actually make it harder for you to push your undead minions around. Hilariously, when you take over an undead monster when you have this ability, it gains +4 Turn Resistance: almost assuredly making it ineligible for you to control it (this always happens, as Rebuking only has a range of 60 feet, the same as the range of the feat).

Rebuking isn’t something you use on a day-to-day basis. Undead, once controlled, follow you around until you get tired of them or they are destroyed. So if you can spend your Rebuking attempts on things, that would be good.


Rebuking by level and Source:

1 or less: Nothing!
2 Human Skeleton (MM), Ghostly Visage (FF)
4 Wolf Skeleton (MM), Kobold Zombie (MM)
6 Shadow (MM), Murk (LM), Raiment (LM), Tomb Mote (LM)
8 Ghoul (MM), Wight (MM), Troglodyte Zombie (MM), Slay Mate! (LM), Bone Rat Swarm (LM), Desiccator (LM), Skin Kite (LM), Vasuthant (MM3)
10 Deathlock (LM)
12 Allip (MM), Ghast (MM), Vampire Spawn(MM), Skulking Cyst (LM), Spectral Lyrist (LM), Voidwraith (LM), Spawn of Kyuss (MM2)
14 Wraith (MM), Brain in a Jar (LM)
16 Mummy (MM), Corpse Rat Swarm (LM), Entomber (LM), Plagueblight (LM), Bhut (FF)
18 Bodak (MM), Spectre (MM), Atropal Scion (LM), Crypt Chanter (LM), Quell (LM), Skirr (LM)
20 Bleakborn (LM), Blood Amniote (LM), Bloodmote Cloud (LM), Cinderspawn (LM), Crypt Thing (FF)
22 Bonedrinker (MM3)
24 Devourer (MM), Boneclaw (MM3), Ephemeral Swarm (MM3), Grimweird (MM3), Salt Mummy (MM3), Quth-Maren (FF)
26 Wheep (LM), Crimson Death (MM2)
28 Mohrg (MM), Forsaken Shell (LM)
30 Bone Naga (MM2)
32 Dread Wraith (MM), Visage (LM), Dust Wight (MM3), Plague Spewer (MM3), Abyssal Ghoul (FF), Hullathoin (FF)
34 Nightwing (MM), Boneyard (LM), Dream Vestige (LM), Ulgurstasta (FF)
36 Blaspheme (LM), Slaughterwight (LM), Blood Fiend (FF)
38 Entropic Reaper (LM)
40 Hulking Corpse (LM), Drowned (MM3)
42 Nightwalker (MM), Charnel Hound (MM3)
44 Deathshrieker (MM3)
50 Nightcrawler (MM), Jahi (MM2)
52 Angel of Decay (LM), Banshee (MM2)
54 Effigy (MM2), Horrific Vasuthant (MM3)
56 Crawling Head (FF)
60 Corpse Gatherer (MM2), Deathbringer (MM2)
62 Grave Crawler (MM2), Ragewind (MM2)
64 Famine Spirit (MM2), Necronaut (MM3)

Templated undead (with the exception of the very earliest skeletons and zombies), such as the Ghost and Vampire, are not listed because they don't exist at a specific standard hit die. Generic undead, such as the Vampire Spawn, are shown at the level you can command them. You can generally use Rebuking to smacks them down very much earlier if that's important to you. Undead Monsters which themselves have Rebuking (and can thus be used in convoluted schemes involving handing scepters of the netherworld around) have been underlined.

Rebuking Doesn't Work how you Think it works
You have a "level for the purposes of Rebuking". If you never take any level other than Cleric or Dread Necromancer or prestige class that adds to Rebuking, that level with equal your class level. If you multiclass, that number will be lower. And if you take feats like Improved Turning or magic items like an Amulet of Turning, you can have a level for these purposes that is higher than your Class level.

Undead have a "hit dice for the purposes of Rebuking" as well. This is normally equal to their Hit Dice plus their Turn Resistance. While Positive Energy Levels exist that will reduce their effective Hit Dice, they are so broken when used on living creatures (which is almost every player character) that your DM isn't going to use them. Ever.

If your level for the purposes of Rebuking is twice the hit dice for the purpose of Rebuking of the undead, and the undead is affected by your Rebuking attempt, and you have space for it under your control, you control it.

Your turning check does not affect your level for the purposes of Rebuking. It affects the maximum hit dice of the undead that can be affected. If you completely bungle your Rebuking check, you can only affect a creature 4 hit dice less than your level. Of course, this means that if you are Rebuking at the 8th level, even getting a negative check result won't stop you from commanding the most powerful creature you could command.

Turning Check
: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.


The reason why getting a big roll on you Turning Check doesn't let you command a more powerful undead creature is that it doesn't add to your level for the purposes of Rebuking. It adds to the maximum Hit Dice of an undead creature you can affect relative to your level. If something does actually add to your level for the purpose of Rebuking, then of course it would increase the Hit Dice of what you could command.

Stacking Rebuking

If you have more than one class that provides Rebuking, all those levels stack together. Normally that’s not very hard to figure out. If you have 2 levels of Dread Necromancer and 2 levels of Cleric, your Rebuking level is 4 (although you have a terrible character and we in no way condone this sort of unmin/maxed build). It gets more complicated if you get access to weirder classes like Wearer of Purple from Faiths and Pantheons. That class specifically doesn’t ad to Rebuking, but it gives you a domain, and if the domain it gives happens to be Scalykind it gives its own special Rebukin, which then makes it a Rebuking class – you can now have an argument with your DM over whether or not the class adds to Rebuking. CustServ has come down on both sides of that issue.

Necromancy on a Budget

OK, normally it wants you to pay 25 GP per hit die of undead, and that’s more than a little stiff. I’m not even going to pretend that you’d be willing to spend 50 GP for a human Zombie – those guys aren’t better than 1st level Experts, and those guys only cost 1 SP a day.

A funny little detail is the fact that you don't even know how much onyx to use: HD is an abstraction your character is not supposed to know about. The spell Trap the Soul does say that its possible to research someone's HD, so take that for what you will, but it doesn't really say how long it takes to research Bob the Fire Giant Mook's HD, and frankly you don't care; if you use the incorrect amount, the spell fails and the slot is wasted, but you don't lose anything else. This means your onyx is not used up if you fail in the casting, so if you are not in a big hurry, you can simply cast the spell over and over (each time adding 25 gp of onyx) until the spell works and you burn up the minimum amount of onyx (in a combat or other situation where time or slots might need to be conserved, you can just grab a handful of onyx gems and hope you have enough for the casting).

The really funny thing fact: I’m not even sure how you’re supposed to get these onyx gems into the eye sockets or mouths of the creatures you are animating. Onyx isn’t all that valuable, and 50 GP is a whole pound of gold: really a decently high hit die creature should require the placement of an Onyx bigger than its actual head inside its eye socket/mouth. That may require uses of Shrink Item if your DM is actually using material components as written. If you don’t want to get involved in that argument, consider raising your army of the dead for cheap or free, use scrolls or staves with Animate Dead, or do one of the following:

Play through The Sunless Citadel

The Azun-Gund only cost 3 grand. They aren’t even hard to make. They make 2 Zombies that’ll follow you around, and can make Zombies of up to 10 hit dice. Further, that’s per party member, you can jolly well pass that whistle around. A party of fourth level adventurers can have 8 zombies running around with it at all times.

Be a Pale Master

Pale Masters suffer a little bit from the fact that they kind of blow. They lose actual caster levels and don’t get any abilities at the time. But they quickly get the ability cast animate dead for free, and eventually get to punch people in the face so hard that they join your army of the dead free of charge (and without limit). With enough patience, you can have an undead army of literally unlimited size free of charge.

Hand People Unholy Arrows

Unholy Arrows are very modestly priced. They cost about 361 GP each. And any Good aligned character takes an actual negative level if they hold it in their hand. A character can wield however many arrows happen to be in their quiver, so they can potentially get a lot of negative levels. Any character with negative levels equal to their hit dice dies and rises as a Wight, and the arrows are not consumed in the process. Repeat with Holy, Lawful, or Chaotic arrows as desired.

Fell Animate

Maybe you’re supposed to Try to cast Animating fireballs, but that’s like a 6th level spell. What you actually do with it is make Animating Acid Splashes that you use on enemies that have been dropped and haven’t bled to death by the end of combat. It’s like a death knell only it adds to your zombie army. It’s available as your 5th level bonus feat as a Wizard (precisely when it becomes available for use).

Have a Spell-like Ability

Spell-likes default to a single standard action and bypass all components (including XP and GP). So if you have Animate as a Spell-like ability you can raise all the dead you want. Really. You can get this by a number of feats, special class features, or the old standby of using Planar Binding/Ally on Fiends that happen to have Animate Dead as a Spell-like in the first place.

Proper Care and Feeding of Skeletons

Look at the stats of every monster you ever kill. Look at its hit dice first, and compare its strength, dexterity, attacks, and natural armor compared to its Hit Dice to determine if it is a good skeleton or a bad skeleton. Zombies are usually crap as they only get a single standard action or move action, but they can fly while skeletons can’t. Also note that skeles and zombies keep subtypes except for alignment and subtypes determining “kind” (which I assume is race and things like Angel), meaning that you can animate fire giant skeletons and they’ll have the fire subtype and be immune to fire(and cold, as skeles). Don’t forget that things with a bunch of templates are usually just better than anyone else of their HD. Mostly, you’ll want to reanimate the bodies of fast bruisers.

Eventually you will get your grubby mitts on Awaken Undead and then you can start considering the abilities of dead bodies. Note that the Spell Compendium version of Awaken Undead gives back feats and skills to your skeles. The problem is that your DM will decide if you pick those feats and skills or he does, since its not mentioned in the rules, meaning they might have awesome fighter feat chains that you pick or complete crap like Toughness taken seven times that your DM might pick for ease of use.

Out of the box, skeletons “retain any extraordinary special qualities that improve its melee or ranged attacks.” Now, that’s a straight DM call, but it nominally means that things like Ettins keep their hardcore two-weapon fighting. Zombies do as well, and they keep their flying at the cost of only getting one action a round; this means that unless you want a dragon to fly you around for transport, you shouldn’t make them.

Coincidently, Wizards get Animate Dead at the same time they get Lesser Planar Binding, meaning they build a “trap room” in their lair with loads of magic traps and a summoning circle, automatically killing anything they summon. Then they animate those powerful outsiders and elementals who have a great HD to stats ratio.

The ideal way to fight with skeletons is to keep a small and elite cadre of pimp skeletons. Boost them with spells, equipment like armor and magic items, and heal them between battles. Some people like massive undead armies, but that kind of thing pisses off DMs and fellow players and is actually not very cost-effective in a world of area effect spells. Your DM will start busting out ways to clear swathes of your undead and your pocketbook will suffer, or he’ll find ways to neutralize the bulk of your army like making your adventure only accessible by flying or teleport. You are better off with a few really good undead and you bring them back occasionally with Revive Undead and/or upgrade them with the Spellstitched template. With the Uttercold Assault Necromancer build, you can almost be assured of never losing an undead except to lucky Save or Dies.

Dragon Undead

Dragons deserve their own paragraph. Normally, they blow because they have high HD and have a bunch of abilities that don’t come with the MM templates; however, if your DM uses the Draconomicon, you can get the awesome Skeleton Dragon and Zombie Dragon templates. The important thing to note is that these guys don’t cap out at base HD of 20 for skeles and 10 for zombies, meaning you can get very, very large undead this way, and that’s so good that your DM most likely won’t let you do it (even though its possible to create up to four times your caster level of an undead if you use the errated Deathbound domain and a Desecrate area). It breaks down like this:

Skeleton dragons lose all their wicked natural armor, get bonus HP equal to twice HD, and get the default skeleton natty armor, but they keep Ex Special Attacks, and they can’t fly. Except for the HD cap removal, this is in all ways worse than using the old rules for skeletons with an Awaken Undead.

Zombie dragons keep half their natural armor, get bonus HPs equal to twice HD, keep their breath weapon at half strength, and lose any Cha-based special attacks. This is actually kind of awesome, even with the usual zombie single action. You can potentially choose a really big dragon, animate it, and it will be an actual tank with large armor, HDs, HPs, and with Awaken Undead it will have mass of skills and feats, effectively becoming an actual vehicle for your party to fly around in. As an example, a 10th level Necromancer (with Corpsecrafter, and in a Desecrate area with altar) can animate an Adult Green dragon (CR 13) that is Huge with 20 HD, a BAB of +10 with a Str of 27, and an average of 250 hps, though its AC is only 17, meaning you’ll need to give it AC items. Ideally, you want to animate a Silver Dragon, as the DC on its paralyzing breath is based on its HD, meaning a 19 HD Young Adult Silver Dragon becomes a Zombie Dragon with a DC of 20 on its breath weapons. Also note that with the Spell Compendium version of Awaken Undead cast in maximized form, our Adult Green Dragon is looking at 96 skill points with skill maxes of 24 (with dragon skills in-class) and 7 feats.

A Note on the Power and Hit Dice of the Undead
There is no relationship between the hit dice of an undead monster and its relative threat level. Heck, undead creatures aren't even very well priced out for their CR, their Hit Dice appear to have been selected by consulting a dartboard. Perhaps the worst offender as far as low-CRs is concerned is the Ephemeral Swarm from the Monster Manual 3. It's a 90 hit point swarm that is incorporeal and does a d6 of Strength Damage every round in an area of effect that always hits and allows no save. It's CR 5, but is individually capable of killing many high-level parties all by itself. As far as hit dice are concerned, let's just leave it at the fact that a Hulking Corpse has more than twice the hit dice of an Atropal Scion, despite being very much inferior over all.
You want the Best you can get
A second level Cleric could theoretically use Rebuking to command a Paragon Ghostly Visage. It would have a Save DC on its paralyzing gaze of 39 and completely own every monster you ever encounter for many levels to come. It doesn't even get a save, you just make a Turning Check and if you get a result that is capable of effecting creatures with at least 1 hit die less than your effective turning level, it's yours! Assuming of course, that you ever ran into one.

The problem is that this is basically Pun-Pun. If the DM happens to arbitrarily decide to give you power that is completely out of scale with your level, you'll have power that is completely out of scale with your level. So while there are all kinds of crazy things that you can control with Rebuking or create with Animate Dead, the fact is that in an actual game these killer combos are simply not likely to occur. The DM could have you find the Sword of Orcus and the DM could have you find the corpse of a Pseudonatural Great Wyrm Silver Dragon, but unless you're 14 the DM is probably not going to do that.

Necromancy therefore, is an ability with very little pre-game min/max capability. Whether you are controlling undead or creating them yourself, you are throwing yourself at the DM's mercy. Like how every fighter I've ever seen has eventually taken to using some magic weapon that was found as a trophy, only more so because D&D does not currently support an "available corpses by level" guideline.

However, here are some things to shoot for:

Rebuking:


Level 2
: A Cleric or Dread Necromancer gets access to Rebuke Undead, allowing her to control 1 HD undead. Ideally you'd want a Ghostly Visage, but in reality you're going to make do with humanoid skeletons. Likely you're going to be going up against generic Human Warrior skeletons because those are very little work to put together as a horde monster. They can make quite effective archers at this level and you can control two at a time. You can't replace them, so keep them in the back.

Level 4:
The 2 HD undead just aren't impressive. At level 4, zombies are only a modest irritant, and any you command with rebuking are best use to shamble ahead of the party setting off traps.

Level 6:
Shadows only have 3 HD. That's the big deal at 6th level, because while every 6th level party is going to have magic weapons all around (enabling them to go through Shadows like butter), the fact of the matter is that most CR6 monsters don't. Incorporeal creatures can't be hurt except by magic attacks, and having attacks that "count as magic for the purposes of penetrating DR" doesn't count. Of the 26 monsters in the Monster Manual that are rated at CR 6, only 8 of them are capable of hurting a Shadow. Against all others, a single Shadow automatically wins.

Level 8:
Two common monsters come on-line at level 8: the Wight and the Ghoul. If you are given the choice, use the Wight as they are better in all ways. Wights are pretty hard core, and have control over their spawn. If you arranged things right, you could have a small army of Wights under your control via delegation of authority. Wights are really common and can be created by killing anything with negative levels.

Level 10:
Theoretically, you could turn a Deathlock into your Pokemon at this level, but chances are your DM has never heard of a Deathlock, so you're not liable to meet one. Ever. The Deathlock has detect magic at will and is thus a great utility monster - but it's a CR 3 and you simply aren't going to be using one for combat at all.

Higher Levels: Rebuking does not keep up with the CRs of the monsters you'll be facing by itself. If you want to make a name for yourself with Rebuking at higher levels, you're going to have to pump it up. A lot. To pick up a CR 11 Devourer you'll need to crank your Rebuking up to level 24. Which is doable actually. More likely you're going to end up cranking your Rebuking Level out to 20 and still settling for grabbing a couple of monsters that show up in hordes for your CR.

Command Undead:

Command Undead is a weird effect. It gives no saving throw when used on unintelligent undead monsters and has a duration that lasts for days. When you get it you'll be able to automatically seize control of the first CR 4 Zombie Minotaur that shows up. Zombies are a total waste for creating with Animate Dead because they have a low effectiveness ratio to hit dice. But Command Undead gives you indefinite control over them as long as they have no Int score, so if you happen to encounter Zombies they'll make a great HP sponge.

You can get things that are way out of your league. There are unintelligent Epic Undead out there, and with enough invested in Greater Spell Focus you could theoretically capture one even at low level. Then you could march them around slaughtering literally everything that screws with you at even close to your level. Practically speaking however, you're just going to grab any unintelligent undead that comes your way (in fact, if you encounter mindless undead and don't have slots left for Command Undead it behooves you to run away and come nack later once you've prepared new spells). Zombies of your level have about 20 hit points per level - which makes them decent enough sponges that they are worth healing between combats.

Creating Undead

The golden spell is animate dead. Spells like Ghoul Gauntlet are pretty much crap (it gives you ordinary Ghouls, which are pretty underwhelming, but more importantly casting it at all reduces the number of Undead you can control - avoid this spell like the plague). Create Undead can be gained at various low levels by various means - none of which are good. Create Undead doesn't do anything useful until you get to a Caster Level of 15, at which point it can give you a half-way decent Mummy (and Mummy's can be argued to retain their class levels, making this a potent way to bring characters back from the dead if you don't mind the fact that they can't gain levels anymore). Create Greater Undead gives out Shadows as the first thing, so it's all about the world conquering army.

Level 5: Assuming that you have the Deathbound Domain, your Cleric can make up to 30 HD at one time. Now, you lose everything you already controlled if you make more than 20 HD of Undead, but you specifically have control over everything you animate in one go even if it's over the cap. So you could animate the skeletons of two Fire Giants at once. Once you outfit them in some very reasonably priced armor and give them access to some Large Greatswords, these suckers will dish out more hurt than anyone else in the party (2d8 + 18 damage is no joke). If you have Corpsecrafter, both Giant Skeletons will have 157 hit points, which makes them individually competitive with the entire party.

But where are you going to get Fire Giant Skeletons? Certainly not from beating them in combat, they're CR 10. You're going to try to convince the DM to let you go graverobbing in the Giant Town or something. And this is pretty much your life with Animate Dead from now on. Even at the lowest level you get it, you'll be able to very plausibly craft some bruisers that are going to overshadow the party Barbarian in tanking and damage outlay, but access to corpses is probably going to be very tightly controlled.

Level 11:
You have Create Undead. And you know what? You don't care. You have Ghoul Gauntlet as well, and you just don't care. You can't do jack with Ghouls, and a caster level bonus just gets you Ghasts (which also don't matter).

Level 15:
You can make Mummies with Create Undead. This is important, because Mummies are hard core. Also, the rules for Mummy Lords are extremely vague, but could be read to allow you to use this spell to bring your friends back to life. You also get Shadows with Create Greater Undead. That's key, because 3 out 4 of the CR 15 monsters in the Fiend Folio are still completely powerless against a single Shadow.

Level 18:
You can now make much larger incorporeal undead, which doesn't really matter because while Incorporeality is an automatic win against many enemies, even a Spectre can't survive in the environment of CR 18 monsters that can hurt it. More importantly, you can make a Mohrg. Mohrgs are pathetic losers who are so weak that you don't even get XP for killing them. However, they turn any monsters they kill into Zombies under their control with no hit die limit. This means that with patience you can use your Mohrg at home as a complex Deathknell effect that gives you powerful zombies. Your house Mohrg is a coup de grace machine that makes Zombies for you.

The Importance of being Desecrated
Desecrate is an effect that is of astounding importance to a Necromancer. Any Undead created within a desecrated area gains an unnamed bonus to all its Hit Dice, and the cost of using it is minimal compared to actually making undead in the first place, so failing to desecrate before making undead is inexcusable. Desecrate can also be used to cut off an area from sacred power (whether it is sacred to a good or evil god even, so the fact that Good clerics can’t normally cast this spell is one of the many reasons that in official D&D: Evil Wins), and even makes turning checks more difficult. That includes Rebuking checks, so beware that your Desecrate aura is going to interfere in you controlling your own undead, so plan accordingly. Desecrate is not available as a Wizard spell, but its effects can be replicated by Black Water (from It’s Raining Outside) or Lesser Planar Binding (as always, mid-level fiends come to the rescue of the arcane necromancer – A Zovyut can desecrate all day for free if you happen to be an Infernal Bargainer, and a Maurezhi can just do it).

Unusual Undead Creation
The standard methods of creation are all well and good for the average character, but what if you insist on thinking outside the box? That’s a possibility. Here are some undead creation methods you may not have thought of:

Spawn:
Spawning isn’t just for controlling one Shadow with your Rebuking and then making a chain of spawn that will conquer the world beneath an ephemeral boot. Oh, it does do that, but did you know that the control the spawning creature gains over its progeny is an instantaneous effect that triggers at the time the power is used? That means that you can use shapechange to pick up the Spawn ability of your favorite high-end undead monster, and make as many minions as you want that will serve you forever, even after your spell has worn off and you go back to being a halfling in a bathrobe.

Create Undead Warrior:
In Unapproachable East there’s a spell called create undead warrior that has no cap on how many undead it can create, and which gives you full control over what it makes. The undead warriors are kind of disappointing, having no Con and a penalty to Int and Cha, the potential of lost feats, and only a modest Strength bonus to make up for the pantsing (btw, what you really want to make is Drow Rogue Undead Warriors, because that takes best use of their few advantages). Also it costs a ridiculously large amount of XP (though no money) to activate the spell. So on the face of it, you’d never do that right? Well, you’re not going to pay that XP. Rather than playing Thought Bottle cheese, you’re going to spellstitch this spell, because it’s a 6th level Arcane Necromancy spell. Then you don’t pay the XP cost, and you can make one Undead Warrior every day for the rest of your life to join your army for free with no limit to your control pool. This would initially be so cheesy that we wouldn’t even suggest it, except that it’s in the flavor text of the spell that the leader of the Thayan Necromancer, Szass Tam himself, is already doing just that. Weird, huh?

Necrocarnum
Necrocarnum allows you to make hats that bind to your soul and allow you to make a Necrocarnum Zombie that is really quite good. You can only have one at a time, and creating one does a pile of damage to you that can’t be healed as long as the Zombie is active. That sounds like it would be problematic, but actually it isn’t because you just cast False Life before making a Necrocarnum Zombie and take the damage to (temporary) hit points that you couldn’t heal anyway. Problem solved. Like all things Incarnum, if you’re willing to spend a very long time reading the book and then an equally long time explaining to your DM how it works, you can have a very effective power set with just a small level dip into an Incarnum class.

Interestingly, there is an entire Necrocarnate PrC that supposedly advances your zombie making. It doesn’t. The ability to make Necrocarnum Zombies for less lost HP is meaningless because as previously noted, noone actually spends HP for Incarnum Zombies. If you want a Necrocarnum Zombie, take a level dip and don’t look back.

Some Surprisingly Good Undead:
Not all undead are created equal, and when you apply those templates, creatures will arbitrarily gain and lose all kinds of stuff. For example, a Remorhaz is ungodly vicious for their hit die. The heat is an Ex ability that improves their basic attack, so they keep it while a skeleton somehow. It’s nasty. Also, don't forget that any form of Giant Kitty is horribly powerful because pouncing in D&D is so very very effective.

Generally, it’s good to keep in mind what kinds of creature will pull through with the best advantages. Here are a few:

Hydras make good Zombies.
A zombie loses the ability to make a full attack because it can only make a standard attack or a 3rd edition style partial charge each round. That’s fine for a Hydra, because they arbitrarily have the ability to attack with every head as a standard attack anyway! They don’t lose anything by becoming a zombie, and when you Awaken them, they get back Fast Healing, which is good times.

Outsiders make good Zombies
Zombies gain natural armor on top of their existing natural armor, so Outsiders made into Zombies go from very hard to hit to crazy-go-nuts hard to hit. Start with a Green Slaad, say, and its AC jacks up to 26. Start with a Marilith and its AC goes up to 32! Planetars only have 14 Hit Dice... you know where this is going, right?

This fact neatly puts Zombies into the "damage soaker" category of monster. If you can find T-rex style monsters with single large attacks and great AC, these Zombies can be quite competitive with their Skeleton brothers.

If you’re going to Awaken something, start with a Hellwasp Swarm Skeleton!
Oddly enough, you can make a swarm into a skeleton. Once you use Awaken Undead, it gets its EX abilities back, and those are alarming. Fun tactics include...wait for it.....MAKING ZOMBIES! Not only are you bypassing the whole "caster level limit" business by making crazy HD Zombies with each Hellwasp Swarm, but you get to Dominate Monster as well.

You might even want to Revive Undead your Hellwasp Swarm every time it dies. Losing HD is actually good, since you then can eventually animate and control more Hellwasp Swarms.

Skeletons mostly keep their Movement Forms, and Zombies keep all of them.
That means that a Bulette can still burrow, for example, just as a Scrag can still swim. That’s quite a bit of mobility you can pick up. Run around with a Thoqua Skeleton and you have a tunnel-maker on a stick, as their burrow specifically makes tunnels.

Skeletons don't get flying unless your DM thinks that they fly "magically". What this exactly means is beyond me, but it generally means that you can have a flying beholder skeleton but not a flying griffin skeleton. Zombies are all good if you reach a level high enough to cast Animate Dead and all you want is a cheapo flying mount.