My Ideas, for your cosideration, approval, and hopefully not too much disapproval
Note: Because Supercell usually puts new troops and buildings at the highest Town Hall level, and because I am only Town Hall level six, I will not be giving exact states for fear of making them too under or over powered. I shall leave it to Supercell to decide the details. However, I shall be giving intricate descriptions of the troop’s, spell’s, and building’s powers.
Other note: If any of these ideas have already been mentioned by someone else, any likeness is entirely coincidental and accidental. That’s just my little disclaimer. :p
Here are my spell ideas:
Radar Spell: Although this has probably been mentioned before, and although it was listed in the sticky, I would like to give my suggestions for it:
The Radar Spell activates all traps in its radius. The traps, however, still do damage. Let’s say you use the Radar Spell and it activates a giant bomb. Then, one of your mindless archers runs up right next to the bomb to attack that last gold storage. Even though you used the spell, the archer is still a gonner. Because of this, it is better to uses this spell before you send in your troops. This spell will also make Hidden Teslas hidden no longer, and will also stun them for a few seconds. Air mines and seeking air mines will not float toward a target when scanned; rather they will just float straight up and detonate. When dropped, the circle will turn green, and line will rotate around from the center, sort of like the classic picture of a radar screen. Upgrading will give it a larger radius
Beacon Spell: This spell has a 2x2 diameter. Your troops will ignore all other buildings and head toward the building/buildings encircled by the beacon. As your troops get closer to the beacon they will do more damage. When upgraded, it will have a higher increase in damage.
Resurrection Spell: The resurrection spell brings fallen troops back into the fray. It has a small diameter, and may have a troop capacity limit. The only kink in this spell is this: does it resurrect any troop that has died, or does it only resurrect troops that have died in open ground and turned into a gravestone? If it is the latter, it will be very harder to resurrect higher health troops, and it will mainly be used on low health troops. (Barbarians, archers, minions, etc.) Upgrading could increase the radius, increase the max housing space, or both.
Defensive spells: Whether these are donated from a clan-mate or just created by the player, I shall let Supercell decide. I have seen a lot of ideas pointing either way. The lightning, heal, rage, and freeze spells are obvious as to how they would work for defense. The jump spell would be a little harder. Would it strengthen your walls? Would it perhaps allow cannons and mortars to attack air troops? Supercell is welcome to choose what they want for this spell. The other spells that I have suggested (Radar, Beacon, Resurrection) could also have a defensive side. Radar spell would increase the defense’s range. The Beacon Spell would have a larger radius then its offensive side and could have a couple possibilities, from disorientating the opponent to causing enemies in its diameter to take extra damage. The Resurrection Spell would also have a larger radius and could resurrect fallen clan castle troops and Wall Defenders (and possibly even heroes) OR it could take control of enemy troops and have them fight for you. That would be cool. :D
Defensive spells are either a small bottle that you place like a bomb where it is hidden from enemies, or, if they are donated, it could be placed by your clan-mates. If donated by your clan-mates, they should be either only defensive or take up space in your spell factory. If not, during a battle you could double your spell capacity via donated spells. Defensive spells could also be mixed in a Spell Projector. They would be completely separate from your clan and from attacking spells. The pros for this are that having a defensive spell activate won’t force you to spend another hour to mix more spells for attack.
These are my humble (and not so humble) ideas. Enjoy! :)