Spellbinder's Charm

Spellbinder's Charm and Charged Spellbinder's Charm are items. They share an item slot.

Event Use

 * Use against a Small Golem, Big(ger/gest) Golem, Demon Eye, or Cursed Gate challenge in the Archaeology Dig. Fails unless charged with a right Spell.
 * Use against a bad guy in The Wild West. Fails unless charged with a right Spell.

Passive Effect

 * This item automatically absorbs a Spell, preventing its effects, and becomes a Charged Spellbinder's Charm holding the Spell when you are the target. The following Spells meet the criteria:
 * Blessing Of Vengeance, Blind, Burden, Cards Of Fate, Curse Of Relativity, Curse Of Resurrection, Curse Of Riches, Cursed Wounds, Death, Defensive Barrier, Deny, Disarm, Doom, Empowered Dice, Energize, Evil Barrier, Focus, Guardian, Inverted Dice, Life Link, Life Shield, Liquidize, Living Bomb, Mark For Death, Momentum, On Love's Wings, Polymorph, Remove Curse, Revive, Runes Of Guidance, Save Point, Scare, Slow, Soul Speed, Speed Boost, Spell Reflect, Spell Shield, Spellsteal, and Steal Item cast by any player, including yourself.

Event Passive

 * When targeted by a Catapulted Orb charged with an above spell, Mystical Bob in The Haunted Mansion, The Witch in the Middle Ages, Salem in The Magic Shop, Saruman The White's Greater Curse (Cursed Wounds version only), or Saruman The Grey's Lesser Curse, the Spell used in the event is absorbed, and this item becomes a Charged Spellbinder's Charm holding the Spell.
 * Saruman The White's Greater Curse (Curse Of The Pharaoh version only) and the Cursed Gate in the Archaeology Dig cannot trigger Spellbinder's Charm.

Standard Use

 * Cast the charged spell.

Skill Use

 * Harvest Power

Spellbinder's Charm

 * Generic item-givers
 * Generic Jewelry item-givers

Events

 * The Wizard Shop
 * Jackpot in The Wild West

Items

 * Cereal Box

Skills

 * Yes! Yes!

Effects

 * Be Prepared

Events

 * See under Spellbinder's Charm under Event Passive

Items

 * Spellbinder's Charm

Strategy
TBD

Trivia
TBD