TEXT: 1
  NECROMANCER
  Clarity
  GENERATION TIME
  1 sec
  RANGE
  Touch 
  BOOST
  None
  DURATION
  1 sec 
  SMR
  None
  AREA OF EFFECT
  Target
  The Necromancer uses this matrix to know the immediate extent of the
  individual’s injuries and understands which injuries are most life threatening.
  He can then take immediate corrective actions to aid the victim.
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  1
  NECROMANCER
  Concentration
  GENERATION TIME
  1 sec
  RANGE
  Touch 
  BOOST
  None
  DURATION
  2 min 
  SMR
  None
  AREA OF EFFECT
  Target
  The Sye-Men attempts to block out all extraneous noise and distractions in
  order to focus more clearly on the task at hand. The base percentage chance
  to perform any task is increased by 15%. The target gains an additional 02%
  concentration bonus per level of the Sye-Men above 1st. 
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  1
  NECROMANCER
  Find Grave
  GENERATION TIME
  1 min
  RANGE
  Self
  BOOST
  None
  DURATION
  1 hr
  SMR
  None
  AREA OF EFFECT
  25m
  This power allows the Sye-Men to locate a place where a sentient being has
  been buried. It can detect a buried body at up to 10m deep in any soil, sand,
  mud, or snow; 3m if buried under rock.
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  1
  NECROMANCER
  Palm of Resurrection*
  GENERATION TIME
  1 sec
  RANGE
  Touch
  BOOST
  None
  DURATION
  Permanent
  SMR
  None
  AREA OF EFFECT
  Target
  The Sye-Men possess the unnatural ability of bringing the dead back to
  life. At low levels, the use of this strange power is dangerous and can kill the
  Necromancer. He has a 10% base chance to bring someone back to life. His
  chance increases at 01% per 2,000 points of “matrix” experience. Individuals
  who are brought back are assumed to be 1 point above their Death Door
  number. However, the Sye-Men must make a System Shock every time that he
  invokes the Palm of Resurrection. Failure indicates that the Necromancer has
  caused himself bodily damage. He takes 2-12 points of damage. Furthermore,
  all Sye-Men who fail their System Shock roll must immediately make a
  Resurrection Ability roll to determine whether or not they brought the person
  back successfully. Any time that a Necromancer fails his resurrection check,
  he loses 1-4 points of Constitution permanently.
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  1
  NECROMANCER
  Resurrect Animal
  GENERATION TIME
  1 min
  RANGE
  5m
  BOOST
  None
  DURATION
  Permanent
  SMR
  None
  AREA OF EFFECT
  Target
  Using the Palm of Resurrection and this matrix, the Sye-Men can bring
  animals and other non-sentient creatures back to life. Same rules as the Palm
  of Resurrection, though the chances for success are doubled.
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  1
  NECROMANCER
  Resurrect Plant
  GENERATION TIME
  1 min
  RANGE
  5m
  BOOST
  None
  DURATION
  Permanent
  SMR
  None
  AREA OF EFFECT
  Target
  The Sye-Men can twist the power of the Palm of Resurrection to bring to
  life a non-sentient dead plant. Same rules as the Palm of Resurrection,
  though the chances for success are tripled.
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  2
  NECROMANCER
  Collector
  GENERATION TIME
  2 min
  RANGE
  Self
  BOOST
  5m/1pt
  DURATION
  8 hours
  SMR
  None
  AREA OF EFFECT
  50m
  This matrix allows the Sye-Men to collect all of the body parts of a particu-
  lar being in a 50m radius. The Sye-Men must have a piece of the body to be
  assembled for this to work. The matrix can also be used to locate a body if
  only a part is found. Once generated the Sye-Men sees all of the parts as glow-
  ing objects that are easy for him to locate. Boosting this matrix yields an addi-
  tional 5m of search radius for each point of boost.  
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  2
  NECROMANCER
  Need 
  GENERATION TIME
  5 sec
  RANGE
  Self 
  BOOST
  None
  DURATION
  10 sec
  SMR
  None
  AREA OF EFFECT
  15m radius
  Need enables the Sye-Men to scan an area covered with wounded person-
  nel to determine who is the most injured and the extent of their injury. 
  Note: As the Sye-Men begin with this matrix, a ﬁrst level Sye-Men may gen-
  erate this 2PP matrix without a penalty.
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  2
  NECROMANCER
  Utilize
  GENERATION TIME
  1 min
  RANGE
  Touch
  BOOST
  None
  DURATION
  Permanent
  SMR
  None
  AREA OF EFFECT
  Target
  Once a body is determined to be beyond hope, a Sye-Men can make use of
  the empty husk with this power. The Sye-Men is able to extract potable water
  from the corpse (assuming the body contains it), and a variety of pure miner-
  als, like salts and calcium. Waste not, want not!
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  3
  NECROMANCER
  Embers
  GENERATION TIME
  2 min
  RANGE
  Touch
  BOOST
  1 hr/point
  DURATION
  1 hour
  SMR
  None
  AREA OF EFFECT
  Target
  Embers is an attempt by the Sye-Men to prevent a person at Death’s Door
  from falling any lower. It refers to the Sye-Men “blowing on the embers of life
  to sustain them.” After invoking the matrix, the Sye-Men merely touches the
  victim. Their body is immediately thrown into a kind of suspended animation
  that lasts for about an hour. Wounds do not bleed, disease does not spread,
  and poison fails to work. For each additional point spent the Sye-Men can gain
  the victim another hour of life. Medicines and healing matrices will work nor-
  mally on someone who was touched by Embers, but once it runs out, the nat-
  ural processes of the body and the wounds take over again.
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  3
  NECROMANCER
  Marionette
  GENERATION TIME
  5 min
  RANGE
  Touch
  BOOST
  1 min/point
  DURATION
  5 min
  SMR
  Mental
  AREA OF EFFECT
  Target
  The Sye-Men can make temporary use of other living beings to communi-
  cate with the dead by allowing the dead spirit to animate a living being’s body
  and voice. Somewhat less likely to succeed than Speak With Dead, it allows a
  host body to draw diagrams, activate machines, or produce other actions that
  simple voice communication could not convey. Like Speak With Dead, the
  soul and possessee are entitled to a Mental SMR to determine if they cooper-
  ate. If it does, Marionette has a 20% base chance of success plus 01% per
  2,000 accrued experience points.
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  3
  NECROMANCER
  Speak With Dead*
  GENERATION TIME
  5 min
  RANGE
  Self 
  BOOST
  None
  DURATION
  1 min 
  SMR
  Mental
  AREA OF EFFECT
  100m radius
  Even novice Sye-Men are able to sense the presence of souls. By generat-
  ing this power, the Sye-Men calls the soul of a dead individual to him. The
  soul communicates via telepathic link. The Sye-Men can ask questions and
  the soul will answer. However, the Necromancer must ﬁrst locate the body of
  the soul to be summoned. Souls generally have a tendency to stay near the
  area where they died. A Sye-Men may only speak to a corpse that has been
  dead less than 30 hours. There is a base 40% chance for successful commu-
  nication plus 01% per 2,000 accrued experience points. The souls gain the
  beneﬁt of an SMR vs mental attack forms to determine if they wish to answer
  the summoning (though they need not speak truthfully). 
  Note: This power uses no power points but may be generated only twice
  per day. All beginning Sye-Men start with this power.
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  4
  NECROMANCER
  Animate Dead
  GENERATION TIME
  3 sec
  RANGE
  Touch 
  BOOST
  5 min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  1 Body
  The Sye-men generates this power to manipulate dead bodies. He can ani-
  mate or make them perform any mechanical task. The healer can control the
  body for up to 10 minutes. He can control the zombie for an additional 5
  minutes per extra point of power that is poured into the matrix. The body is
  slow and clumsy, controlled much like a puppet. The zombie is totally unin-
  telligent and will collapse if left uncontrolled.
  Note: The Sye-Men gains this power automatically when reaching 50,000
  experience points.
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  4
  NECROMANCER
  Shade
  GENERATION TIME
  1 sec
  RANGE
  Self
  BOOST
  5 min/1pt
  DURATION
  20 min
  SMR
  None
  AREA OF EFFECT
  5m diameter
  A Sye-Men may sometimes ﬁnd himself unexpectedly in the middle of a
  battle, either while in the process of using Palm of Resurrection or other pow-
  ers, or traveling. If caught in such a situation, the Sye-Men is able to “shade”
  himself using a power that could only come from the Rift. The Sye-Men can
  shift himself and the area of effect out of phase with this universe a miniscule
  amount which protects his person from any danger or detection. The shield is
  limited to a 5m diameter which will not move once created. The Sye-Men may
  work normally while inside the Shade. The Shade is undetectable and unaf-
  fected by any means save fourth-dimensional beings and attacks (e.g. an
  Eridani who is in Soul Flight can see the Shaded area and affect it normally).
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  5
  NECROMANCER
  Essence Store
  GENERATION TIME
  1 min
  RANGE
  Touch
  BOOST
  None
  DURATION
  1 month
  SMR
  None
  AREA OF EFFECT
  Target
  At the moment of death, the life essence of a sentient being begins to dissi-
  pate. With this matrix, the Sye-Men is able to grab that essence and hold onto
  it, storing it in a part of their subconscious. The controller must be touching
  the victim when he dies in order to be able to grab the life essence. Later, the
  Sye-Men may invoke the matrix again, depositing the life force into the original,
  healed body, or some other suitable “container.” A Sye-Men can hold the
  essence for a month; however, each day after the ﬁrst, the essence loses 1
  point from each vital statistic. Only one essence can be stored at a time.
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  5
  NECROMANCER
  Privacy
  GENERATION TIME
  1 sec
  RANGE
  Self
  BOOST
  1 sec/point
  DURATION
  Special
  SMR
  None
  AREA OF EFFECT
  Target
  Similar to Soul Flight, Privacy allows the Sye-Men to slip into the fourth
  dimension to be alone with his thoughts and energies while gaining guidance
  from his natural habitat or to converse with other fourth-dimensional beings.
  Unlike Soul Flight, the Sye-Men disappears from the normal universe while he
  is in the fourth dimension. No matter where the Sye-Men travels in the fourth
  dimension, he will always reappear where he began Privacy when desired.
  While in Privacy the Sye-Men can be affected by other fourth dimensional
  beings or attacks. 
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  6
  NECROMANCER
  Mass Animate Dead
  GENERATION TIME
  3 sec
  RANGE
  Touch 
  BOOST
  5 min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  4d4 Bodies
  Identical to Animate Dead except that the Sye-Men may manipulate from
  4d4 corpses at one time.
  Note: The Sye-Men gains this power automatically when reaching 150,000
  experience points.
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  6
  NECROMANCER
  Soul Connect
  GENERATION TIME
  3 min
  RANGE
  Touch
  BOOST
  02%/1pt
  DURATION
  Permanent
  SMR
  Mental
  AREA OF EFFECT
  Target
  During some activities like Soul Flight or Death (oops), a person’s soul
  can become disconnected from their body. This matrix allows a Sye-Men to
  subconsciously connect with the disconnected body and search in the fourth
  dimension for the wandering soul. There is a base 10% chance to ﬁnd the
  soul, plus 02% per level of the controller, minus 10% per day the soul has
  been lost. A Sye-Man may boost the matrix, using a power point to gain an
  additional 02% chance of success. Once the soul is located, it must make a
  mental SMR at a +30 to follow the Sye-Men back to its body. Failure means
  the Sye-Men must simply try again if possible.
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  7
  NECROMANCER
  Brotherhood
  GENERATION TIME
  1 hour
  RANGE
  Self
  BOOST
  01% chance/1 point
  DURATION
  Permanent
  SMR
  None
  AREA OF EFFECT
  100m
  This powerful yet strange matrix lends more credence to the theory that Sye-Men and Zen are more closely
  related than we had ﬁrst thought. With it, a powerful Sye-Men and an equally powerful Zen can join forces and
  attempt to reincorporate a person or other living thing that has died after receiving catastrophic damage. The Zen
  and Sye-Men join hands and begin chanting near the spot where the target being has been blown to bits, burned
  up, dissolved, etc. The Zen must have the Heal matrix and must spend 10 power points to generate it for
  Brotherhood to work. Brotherhood’s ﬁrst function is to locate all of the bits of the person that are scattered
  around the area within 100m. Once located these pieces are then drawn toward the two matrix controllers. Then
  the Zen’s Heal matrix, bolstered by Brotherhood, begins to assemble the various parts and knit them together.
  After the corpse is reassembled, the ﬁnal part of Brotherhood takes place, where the Sye-Men attempts to raise
  the being to his Death’s Door number. Once this is accomplished, the being is at Death’s Door and normal heal-
  ing means can be applied. If the two matrix controllers are distracted at any time during this hour-long process
  the matrix fails. There is a base 50% chance for the Brotherhood matrix to work, plus 02% per level of each con-
  troller above 10 (cumulative). Each controller can also increase the percentage chance of success by adding
  power points on a point-for-point basis. The table below lists modiﬁers to the success of the matrix plus the vital
  statistics loss related to each method of catastrophic damage. If PCs try to hire Sye-Men and Zen for this job it
  can cost anywhere from 250,000 to 1 million credits depending on how smeared the victim is. BM’s discretion.
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  DAMAGE TYPE
  SUCCESS
  MODIFIER
  VITAL STAT
   LOSS (EACH)
  Explosives, Projectile, Beam,
  Omega, Pulse, Blunt Force Trauma
  0
  3-12
  Explosive Decompression
  -10
  4-16
  Fire
  -20
  5-20
  Disintegration, Acid
  -30
  6-24
  
SOURCE: textdata/thevault/Battlelords of the 23rd Century/Battlelords of the Twenty-Third Century Matrix Cards - Necromancer Matrices.pdf