Lore: Forged in the heart of the “Emerald Bazaar,” these shears are more than simple pruning tools. The blades are etched with protective silver filigree, and the fulcrum is set with a large, unblinking Nazar (Evil Eye) bead made of cobalt-blue glass. In Turkish folk tradition, the envy of neighbors or the “evil eye” can wither a prize-winning pomegranate tree overnight. The Nazar-Sprouted Shears are designed to prune away not just dead wood, but the malicious intent and “shadow-blight” that hinders a garden’s growth. Legend says the first pair was cooled in a bath of rosewater and morning dew under a waxing moon.
Stats
- Tier: 1
- Rarity: Common
- Item Slot: Belt (Sheath) or Hand
- Weight: 1.2 lbs
- Material: Damascus Steel, Cobalt Glass, Walnut Wood Grips
Skills Gained (While Openly Worn)
- Horticultural Insight: The avatar gains a +2 bonus to all checks involving the identification of flora, diagnosis of plant diseases, or soil quality assessment.
- Malice Detection: The character gains an advantage on rolls to detect if a plant’s withered state is natural or caused by a curse or ill-will.
Passive Magic
- Blight-Ward Aura: Within a 5-foot radius of the shears, common garden pests (locusts, aphids, spirit-slugs) feel an instinctive repulsion and will not enter the area.
- The Gardener’s Dream: While sleeping within 30 feet of the shears, the avatar experiences vivid dreams of the local ecosystem. This grants a +1 bonus to any navigation or survival checks in that specific region the following day.
- Verdant Protection: The Nazar bead absorbs the “envy of the harvest.” The avatar gains a +1 bonus to AC against attacks made by plant-based creatures or blighted spirits.
Activable Magic
- Warding Snip: As an action, the user can snip the air toward a plant or person. This removes one minor curse or “Nazar-effect” (Evil Eye) from the target, manifesting as a small puff of blue glass-dust.
- Root-Whisper (Ritual): By pressing the Nazar bead against the soil for 10 minutes, the user can perceive the “needs” of the garden (water, minerals, or spiritual cleansing) within a 50-foot radius.
- Floral Rebirth: Once per long rest, the user can prune a dying plant. The plant instantly regains its health and blooms, providing enough nourishment to act as a single travel ration for one person.
Tags: Turkish, Gardening, Tier 1, Common, Protection, Belt, Tool, Restoration, Nature, Nazar, Anatolian, Talisman, Pruning, Evil Eye, Verdant, Folk-Magic, Cultivation, Cobalt, Warding, Growth, Botany
In the world of Saṃsāra, the Turkish 441 of the Nazar-Sprouted Shears is a staple for those who treat cultivation as both a physical labor and a spiritual defense. Because the “Evil Eye” is believed to be most potent when directed at a flourishing garden, these shears are distributed wherever life is grown and protected.
How the Item is Obtained
There are several traditional ways a Tier 1 avatar might acquire this horticultural talisman:
- The Apprentice’s Gift: It is customary for an elder “Green-Keeper” to gift a pair of these shears to an apprentice upon the successful blooming of their first sensitive spirit-flower. The Nazar bead is often “charged” by the elder’s own breath during the presentation.
- Village Lotteries: In the agricultural valleys, villages often commission a local blacksmith and glass-worker to create a batch of shears. These are distributed via a lottery during the Spring Equinox to ensure the community’s communal harvest remains un-cursed.
- Pilgrimage of the Rose: Some avatars obtain the shears by visiting the “Shrine of the First Blossom,” where they must perform a day of service weeding the temple gardens. At sunset, they are allowed to purchase or are given a pair of shears cooled in the temple’s sacred fountain.
Buying and Selling in Saṃsāra
Trading these shears requires a marketplace that respects the delicate balance between metalwork and folk protection.
- Folk-Talisman Stalls (Village Squares): These are humble wooden carts draped in blue beads and dried herbs.
- The Experience: The seller is often a local wise-person who insists on “testing” your intent. They may ask to look into your eyes to ensure you do not carry the “Nazar” yourself before selling.
- Typical Cost: 10 to 14 Silver. In these rural areas, the item is seen as a communal necessity rather than a luxury.
- Botanical Ateliers (High-Magic Districts): These are upscale shops in major cities, featuring glass ceilings and climate-controlled rooms filled with rare orchids.
- The Experience: You buy from a professional “Flora-Mage” in a clean, white apron. The shears are presented on velvet cushions, and the Nazar bead is polished to a mirror shine.
- Typical Cost: 20 to 25 Silver. Here, you are paying for the precision of the Damascus steel and the aesthetic filigree.
- The Bazaar of Blue Glass (The Emerald Bazaar): A sprawling market dedicated entirely to protective charms and cobalt-glass crafts.
- The Experience: A chaotic, shimmering marketplace where thousands of blue beads hang from every rafter. You must haggle over the specific “strength” of the Nazar bead set into the shears.
- Typical Cost: 15 to 18 Silver. The availability is high, but the competition for quality glass makes the price fluctuate.
- Traveling “Eye-Smith” Caravans (The Open Road): Nomadic smiths who move from farm to farm, repairing tools and selling new charms.
- The Experience: A trade made in the dust of the road. These smiths often accept “trade-in” deals, taking an old, broken pair of shears and a few silver coins in exchange for a fresh, warded pair.
- Typical Cost: 12 Silver + a broken tool or 16 Silver outright. This is the most common way for wandering avatars to replace lost gear.
In the world of Saṃsāra, using the Turkish 441 of the Nazar-Sprouted Shears involves a blend of meticulous horticultural care and the active deflection of spiritual envy. Because this item focuses on Gardening, the roleplay centers on pruning, nurturing, and the “evil eye” philosophy.
Defensive Roleplay Applications
Defense with the Nazar-Sprouted Shears is about spiritual deflection and growth-based barriers. The avatar doesn’t just block; they “prune” away the danger before it can take root.
- In Designated Safe Areas (3× AC): Roleplay focuses on Sanctuary Pruning. Within a warded garden or greenhouse, the avatar uses the shears to snip at the air, creating a shimmering blue barrier of glass-dust. The tripled AC is described as the “Nazar” bead reflecting all hostile intent back at the source, making the avatar virtually untouchable by those with “heavy hearts” or jealousy.
- In Normal Areas (Standard AC): The device acts as a Blight-Ward. When an attack comes, the avatar roleplays a quick, defensive flourish. The blue bead flashes, and the avatar describes sensing the “envy” in the enemy’s strike. They redirect the blow with a metallic snip, as if cutting a string that was pulling the enemy toward them.
- In Deathly Areas (0 AC): Roleplay shifts to Withered Sacrifice. Since every attack hits, the “defense” is described as the plants around the avatar rapidly aging and wilting to absorb the impact of the blow. The avatar uses their Mana to force a sudden burst of growth in a nearby vine to catch a blade, even as the vine turns to grey ash a second later.
Offensive Roleplay Applications
Offense with the Nazar-Sprouted Shears is rooted in Structural Weakness and Vitality Theft. The avatar treats the enemy like a diseased plant that needs “aggressive pruning.”
- In Unsafe Areas (0.5 AC): In overgrown jungles or blighted ruins, the character uses the Identify action to find the “shadow-blight” on a foe. Roleplay involves the avatar moving with the precision of a master gardener, aiming for “nodes” and “joints.” Every strike is described as removing a piece of the enemy’s vitality, leaving them spiritually “clipped” and weakened.
- Tactical “Silver Fire” Usage: When the avatar strikes, the character roleplays the Damascus steel blades glowing with a cold, blue moonlight. The Mana spent as Silver Fire is described as the “Sunder of Envy”—a strike that bypasses physical armor by cutting through the target’s spiritual “stem.”
- Floral Rebirth Offense: The character roleplays using Floral Rebirth on a nearby dormant seed or vine. Instead of nourishment, they force it to grow into an entangling trap or a sharp-edged barrier that lashes out at the enemy, using the environment as a proxy for their offense.
Roleplay Summary by Action Type
- Passive Interaction: The avatar describes a feeling of “coolness” on their hip where the shears rest. They roleplay a constant urge to “tidy up” their surroundings—straightening a bent flower or flicking a beetle off a leaf. They see the world in terms of health and rot, immediately noticing if a person’s aura looks “wilted.”
- Active Concentration: During the “identify” or “root-whisper” phase, the avatar closes their eyes and touches the Nazar bead. They roleplay the sensation of their consciousness sinking into the soil, feeling the network of roots and the “thirst” of the earth. They may whisper Turkish proverbs about patience and the evil eye while the blue glass glows softly.

Perception of Activation:
User’s Perspective
- Physical Sensation: The avatar feels a refreshing surge of cool vitality, similar to plunging one’s hands into damp, nutrient-rich soil on a spring morning. A faint scent of crushed mint and damask roses fills the nostrils. The walnut grips of the shears feel warm and pulse slightly, mimicking a slow, steady heartbeat.
- Visual Overlay: The world takes on a vibrant saturation. The green of leaves becomes luminous, and the “aura” of living things is revealed as a circulating system of glowing sap. Hostile intent or curses appear as clinging black soot or withered grey cobwebs on the target.
- Extra-Sensory Perception (ESP): The user gains Xylem-Hearing, allowing them to hear the high-pitched, musical “tension” of water moving through nearby plants. They also experience Envy-Chills, a sharp, cold prickling on the back of the neck when someone nearby harbors jealousy or a “Nazar” (Evil Eye) toward their work.
Observer’s Perspective
- Visual Cues: The cobalt-blue Nazar bead on the shears begins to rotate slowly within its setting, glowing with an intense, sapphire light. The Damascus steel blades shimmer with a liquid-like oily sheen, and faint, blue geometric patterns manifest in the air around the tool.
- Environmental Impact: Wilted grass directly beneath the avatar’s feet visibly straightens and regains its color. Small, non-biting insects are drawn to the avatar in a swirling, peaceful cloud, while stinging pests flee the immediate area.
- The “Unblinking” Presence: Observers feel as though they are being watched by a thousand invisible eyes, a sensation emanating from the blue bead that makes those with ill intentions feel exposed and deeply uncomfortable.
Positives
- Spiritual Clarity: The activation strips away mental “weeds,” providing the avatar with a calm, focused state of mind that is resistant to emotional manipulation.
- Instant Diagnosis: The user can identify the exact cause of a plant’s or person’s “wilting” (spiritual, physical, or magical) at a single glance.
- Nurturing Presence: Food and water handled by the avatar while the item is active feel more satisfying and provide slightly better recuperative properties.
Negatives
- Heightened Empathy: The avatar becomes painfully sensitive to environmental destruction; the sound of a tree being chopped down or a garden being trampled feels like a physical blow.
- Glass Fragility: While active, the avatar feels a strange “brittleness” in their own spirit, as if a sudden, massive burst of pure hatred could cause their concentration to “shatter” like glass.
- Attracts Envy: The very act of using such a beautiful and protective tool can ironically attract the very “Evil Eye” it is meant to ward off, making the avatar a target for jealous sorcerers or rival gardeners.
Recipe: Forging the Nazar-Sprouted Shears
Materials Needed
- 2 Ingots of Damascus Steel: High-carbon steel layered and folded to create the wavy “water” pattern, essential for channeling spiritual flow.
- 1 Hand-Blown Cobalt Nazar Bead: A thick glass “Evil Eye” talisman, crafted specifically to be unblinking and free of internal fractures.
- 1 Block of Aged Walnut Wood: Harvested from a tree that has survived at least one lightning strike, used for the handle grips.
- 1 Ounce of Silver Filigree Wire: Pure silver drawn into thin threads for etching protective prayers into the steel.
- 1 Vial of Rosewater Catalyst: Distilled from damask roses grown in a sanctified garden, used for the final quenching.
Tools Required
- Anvil of the Emerald Bazaar: A specialized smithing block engraved with geometric warding patterns.
- Glass-Setter’s Calipers: For perfectly centering the Nazar bead into the steel fulcrum.
- Fine-Point Etching Chisel: For carving the microscopic Turkish proverbs into the Damascus blades.
- Bellows of the East Wind: Used to maintain a steady, oxygen-rich flame that does not “choke” the steel’s spirit.
Skill Requirements
- Tier 1 Smithing Proficiency: Basic ability to fold metal and temper blades.
- Anatolian Folk-Warding: Understanding the placement of protective symbols to deflect the “Nazar.”
- Botanical Alchemy: Knowledge of how to bind the “Verdant” essence of plants into inorganic materials like steel and glass.
Crafting Steps
- Folding the Intent: Heat the Damascus steel and fold it seven times. With each fold, recite a prayer for “Growth” and “Protection,” ensuring the steel’s grain resembles moving water.
- The Nazar Setting: While the metal is still at a dull red heat, use the calipers to create a circular void at the fulcrum. This must be a perfect fit; if the bead wobbles later, the protection will leak.
- Silver Filigree Inlay: Once the blades are shaped but not yet tempered, etch the swirling patterns of the “Vine and Eye.” Press the silver wire into these grooves to create a permanent conduit for the Malice Detection skill.
- The Rosewater Quench: Heat the blades to a cherry-red glow and plunge them into the Rosewater Catalyst. The steam produced should smell like a blooming garden; if it smells of sulfur, the “Evil Eye” has corrupted the forge and you must start over.
- Fitting the Grips: Carve the walnut wood to fit the tangs. Smooth the wood with sand and oil it with pomegranate seed oil to ensure the “Gardener’s Dream” passive can transmit through the hands.
- Awakening the Eye: Place the Cobalt Nazar Bead into the fulcrum. Tap the steel edges down to lock it. Strike the blades together once; the sound should be a clear, bell-like tone that causes nearby plants to lean toward the tool.
Blue Sight and Withered Pomegranate
In the cycles before the Brass-Sun was fixed in the firmament, when the world of Saṃsāra was yet a damp garden under the thumb of the Great Sower, there was a valley known as Anat-Olia. In this place, the fruits were so heavy with sweetness that the trees bowed their heads to the dust. The first Characters (the souls who arrived in skins of clay) lived in the shadow of the First Orchard.
The broken scrolls, written in a script that smells of dry earth and burnt sugar, speak of the Widow Zey-Neb. She was a mistress of the Green-Life, but she was plagued by the Yellow-Gaze (the breath of jealousy). Her neighbors, seeing her roses bloom in the heart of winter, cast their Shadow-Eyes upon her soil. Overnight, her pomegranates turned to ash and her vines became as brittle as the bones of the old.
Zey-Neb did not weep. She went to the Blue-Smith who lived in the throat of a sapphire cave. She told him, “The land is healthy, but the hearts of men are rotten. I need a tooth to bite the rot.” The Smith took a piece of the Folded Water-Metal and a single drop of God-Glass as blue as the deepest ocean.
The translation becomes fractured here, but it implies she “married” the metal to the glass using a Somatic Hum that sounded like bees in a hive. When she first snipped the air with the Nazar-Shears, the blue eye at the center turned and blinked. The Shadow-Eyes of her neighbors were reflected back into their own skulls, and their envy turned into a harmless blue dust.
The Architects of the Root saw this and feared the power of Zey-Neb’s protection. They whispered into the Damascus steel, adding the “Verdant Hunger.” They decreed that the shears would keep a garden healthy only if the gardener truly loved the dirt. If the shears were held by a hand of greed, the Nazar-Eye would turn inward and wither the holder’s own spirit like a salted root.
Zey-Neb disappeared into the thicket, but her shears remain. They are found by those who find more joy in a blooming bud than in a pile of gold, humming a song of protection that only the Mind’s Eye can hear when the moon is high.
The Moral of the Story: The eye that looks with envy sees only the fruit and never the labor; but the hand that protects the root shall never go hungry, for a guarded garden is a fortress that no shadow can breach.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
System Name: The Blue Eye of Anatolia
- Item Type: Unique Talisman (Horticultural/Protective)
- Sanity Loss: 0/1 (if the user sees the Nazar bead blink while reflecting a malevolent entity)
- Game Mechanics:
- Warding the Harvest: Grants a Bonus Die to all Science (Botany), Natural World, and Medicine (herb-based) rolls.
- Nazar’s Reflection: If a human or entity attempts to use a “Blight” or “Wither” spell on the user, the user may attempt a Hard POW roll. On a success, the spell is reflected back onto the caster.
- Detection of Blight: By looking through the glass bead, the user can detect the presence of “unnatural” decay or mythos-tainted flora within 50 yards.
- Drawback: The shears are loud. Using them to “snip” curses in a quiet environment adds a Penalty Die to Stealth rolls.
Blades in the Dark
System Name: The Glass-Eyed Pruners
- Item Type: Rare Tool (1 Load)
- Game Mechanics:
- Cut Away the Rot (Special Armor): You may spend a use of Special Armor to resist a consequence caused by supernatural sickness, poison, or plant-based hazards.
- Vines of the District: Spend 1 Stress to ask the GM: “What is the secret history of this plant?” or “How can I use the local flora to hide my presence?” The GM must provide a useful environmental advantage.
- Nazar-Sunder: When you perform a Wreck or Skirmish action against a biological or “blighted” target, you gain +1 Effect level.
- The Price: The blue bead glows when someone feels “Envy” toward you. This makes it impossible to remain truly hidden in a crowded, social “Engagement” unless the shears are concealed in a lead-lined pouch.
Dungeons & Dragons (5th Edition)
System Name: Turkish 441: The Nazar Shears
- Wondrous Item, Common (Requires Attunement)
- Verdant Guard: While attuned, you have advantage on saving throws against being poisoned and against spells that deal necrotic damage or manipulate plants (such as Entangle).
- Mind’s Eye (Botanical): You can cast Detect Poison and Disease as a ritual, but it only functions on plants or plant-based poisons.
- Warding Snip (Active): As an action, you can target a creature within 5 feet. If that creature is under the effect of a curse or a “malicious gaze,” you can attempt a DC 13 Wisdom (Medicine) check. On a success, the effect ends.
- Divine Pain (Curse): If you are below 5th level, you feel a sharp pang whenever you damage a healthy plant. You must succeed on a DC 10 Charisma save or be Restrained by spectral vines until the end of your next turn.
Knave (2nd Edition)
System Name: The Sunderer of Envy
- Item Slots: 1 Slot (Hand or Belt)
- Quality: 3
- Game Mechanics:
- Protective Gaze: You are immune to the “Evil Eye” or any magical effect that relies on direct eye contact, provided you are holding the shears.
- Green-Thumb: You can identify any plant, fruit, or berry and know if it is safe to eat with 100% accuracy.
- Pruning Strike: Attacks made against plant-monsters or fungal creatures deal an additional +1d6 damage.
- Risk: If the glass bead breaks (whenever you roll a 1 on an attack with the shears), you are cursed with the Nazar for 24 hours, suffering a -4 penalty to all Saves as bad luck follows you.
Fate Core / Condensed
System Name: The Blue-Glass Pruners of Zey-Neb
- Type: Extra (Requires an Aspect related to Nature, Protection, or Folk Magic)
- Cost: 1 Refresh
- Game Mechanics:
- Function (Aspect): Unblinking Guardian of the Harvest. You can invoke this aspect to resist spiritual corruption, identify botanical toxins, or defend a location against encroaching blight.
- Prune the Malice (Stunt): Once per scene, you can use Lore or Crafts to perform an “Active Defense” against a mental or spiritual attack, representing the Nazar bead reflecting the hostile intent back at the source.
- Verdant Vitality: You gain a +2 bonus to Overcome actions when healing or restoring a biological living thing (plant or person) using natural herbs.
- Flaw: The Burden of Growth. You feel a sympathetic physical pain whenever a large amount of flora is destroyed nearby. This can be compelled to cause Dazed or Shaken consequences.
Numenera & Cypher System
System Name: Nazar-Linked Bio-Shears
- Level: 1d6
- Form: Damascus steel shears with a cobalt-blue glass eye that tracks movement.
- Game Mechanics:
- Effect: The user gains an Asset on all tasks related to botany, identifying poisons, and detecting supernatural “ill will” or hidden traps within 10 feet.
- Reflective Ward (Active): The user can spend 2 points from their Intellect Pool to activate the Nazar bead. For the next hour, any creature attempting to use a mind-affecting or curse-like ability on the user suffers a Penalty of one step to their task.
- Floral Resurgence (Depletion): The user can “prune” a dying organism to restore its health. This functions as a Level 4 healing task. Roll for depletion: 1 on 1d20.
- Depletion: 1 in 1d20 (Check upon using Floral Resurgence).
Pathfinder (2nd Edition)
System Name: Turkish 441: Shears of the Gaze-Turner
- Item 3: Rare, Abjuration, Invested, Magical
- Usage: Held in 1 hand; Bulk: L
- Game Mechanics:
- Horticultural Ward: You gain a +1 item bonus to Nature checks and Medicine checks made to treat poisons or diseases.
- Nazar’s Mirror (Passive): You gain a +1 circumstance bonus to Will saves against “Gaze” attacks and effects with the Curse or Emotion traits.
- Snip the Blight (Two-Actions): (Frequency: Once per day) You target a plant or a creature with the Plant trait. If it is affected by a curse or a disease, you attempt to Counteract that effect using your Nature modifier. If successful, the target is restored to a healthy state.
- Divine Pain: If you are below 3rd level and invest this item, you become Sickened 1 if you spend more than an hour away from natural vegetation.
Savage Worlds (Adventure Edition)
System Name: The Nazar-Sprouted Talisman
- Type: Weird Science Device
- Power Points: 10 (Recharge 1/hour)
- Game Mechanics:
- Green-Thumb (Passive): The user gains the Woodsmen Edge while the shears are carried. If they already have it, they gain an additional +2 to Survival checks.
- Warding Gaze (Active): The user can spend 2 Power Points to cast deflection (self-only). This manifests as the blue Nazar bead swirling with protective energy.
- Blight-Bane: Attacks made with the shears (Str+d4) ignore 2 points of Armor on supernatural plant creatures or “blighted” undead.
- Minor Malfunction: On a Critical Failure while using an active power, the Nazar bead “cracks” temporarily. The user is Vulnerable for one round as the “Evil Eye” they were warding finds a gap in their defenses.
Shadowrun (6th World Edition)
System Name: The Nazar-Encoded Bio-Snips
- Item Type: Force 3 Health Focus (Bonding Cost: 15 Karma)
- Game Mechanics:
- Nazar Defense: While active, the focus adds its Force as a dice pool bonus to resist any “Evil Eye” spells or mental manipulation (Illusion/Control) cast by an Awakened target.
- Bio-Node Diagnostics: The user may spend a Minor Action to “Audit the Growth.” This grants a +1 dice pool bonus to Biotech or Nature tests.
- Anti-Blight Pulse: The user can take 1 box of unresistable Stun damage to emit a 2-meter pulse of blue mana. Any paracritters or awakened plants in the radius must succeed on a Strength + Willpower test or be pushed back 2 meters.
- Syntax: Wireless Bonus: The device’s cobalt eye syncs with your image link, highlighting “anomalous organic rot” in your AR field, providing a +1 to Perception when searching for biological hazards.
Starfinder (2nd Edition / Playtest)
System Name: Turkish 441: The Xenobotanist’s Nazar
- Item 3: Rare, Tech, Apex (Constitution)
- Usage: Held in 1 hand; Bulk: L
- Game Mechanics:
- Apex Attribute: When you invest this item, you gain a +1 circumstance bonus to Constitution checks as your internal biological rhythm is stabilized.
- Protective Bloom: You gain the Trained proficiency in Nature and Medicine. If you are already trained, you gain a +1 circumstance bonus to these checks instead.
- Warding Snip (Reaction): Trigger: A creature within 5 feet targets you with a gaze attack or a biological poison. Effect: You flash the Nazar bead. The triggering creature must succeed at a Will save (DC 18) or the effect is neutralized.
- Constraint: The item requires frequent exposure to sunlight (or high-intensity UV growth lights) to recharge its “Verdant” passive magic.
Traveller (Mongoose 2nd Edition)
System Name: The Bio-Talisman Pruning Kit (TL 13)
- Item Type: Scientific Tool/Augmentation (Worn)
- Cost: Cr 25,000
- Game Mechanics:
- Xenobotanical Analysis: The device functions as a high-resolution Biological Scanner. It provides a DM+2 to all Science (Life Science) or Medic checks involving alien flora or toxins.
- Blight Mitigation: When used to prune or treat a diseased plant or bio-mechanical hull, the user treats the task as one difficulty level lower.
- Nazar-Reflect: If the user is targeted by a Psionic attack that relies on visual contact, the attacker suffers a DM-1 penalty to their check as the cobalt-glass bead disrupts the psionic link.
- Constraint: Requires a standard Power Cell; the “Nazar-Reflect” passive consumes one hour of power for every minute of active defense.
Warhammer 40,000: Wrath & Glory
System Name: The Sanctified Secateurs of the Eye
- Tier: 1 (Rare)
- Keywords: Imperium, Adeptus Arbites, Agri-World Relic
- Game Mechanics:
- The Mind’s Eye: You gain +2d to all Passive Awareness and Scholar (Agri-Lore) tests. You may spend 1 Glory to automatically detect if a piece of food or a plant has been tainted by the Warp or Xenos spores.
- Against the Evil Eye: You gain +1 Resilience against any attack that carries the Psychic or Corruption keywords.
- Pruning the Heresy: When attacking a target with the Chaos or Mutation keyword, the shears (Damage 2 + Str / ED 1) gain the Brutal weapon quality.
- Complication: If you roll a 1 on the Wrath Die, the Nazar bead turns “blind” for the remainder of the encounter. You lose all defensive bonuses and suffer a +1 DN penalty to all Awareness tests.
