Anti Spell Trap (NEW idea)
Fist of all, I would like to say that I did some forum searching, and didn't see any ideas like this, nor did I see it in the ruled out section. Also, I feel like this would not be overpowered, due to it's limited range and ability (read post for more details). Anyways, Here is my idea:
This would be a trap that would eliminate the effects of spells deployed within a specific range. However, it can only block 1 type of spell, which is chosen by 'preloading' a spell of that type. As a trap, it would be hidden from attackers until activated.
One would be unlocked at TH8.
To arm it, you must load a spell into the building. If an attacker deploys a spell of that type within range of this trap, it will activate. If the loaded spell is of greater or equal level than the one being countered, the attacker's spell will be nullified. However, if the attacker's spell is of higher level, it will not. No matter what the level comparison is, the defender's spell will be consumed upon deployment. I believe that this detail, as well as the ability to block only 1 spell of a specific type, ensures that this trap is not overpowered. Keep in mind that the two spells must be of the same type (a trap with a lightning spell wouldn't deploy if a heal spell is dropped).
The trap would take up a 2x2 area.
Below are costs/level specs (completely changeable):
NOTE: Rearm costs do not include reloading with a new spell.
Lvl 1: (TH 8)
Cost-1.5 million gold
Range-2 tiles
Time-3 days
Rearm:10k gold
Lvl 2: (TH 9)
Upgrade cost-2.5 million gold
Range-3 tiles
Time-5 days
Rearm: 20k gold
Lvl 3: (TH 10)
Upgrade cost-4 million gold
Range-4 tiles.
Time-6 days
Rearm:35k gold
Lvl 3 could possibly have 2 slots, for different spells. For example, it could block both lightning and heal. However, if it is activated to block one, both spells would be consumed.
As you can see, the trap would not be for significant base coverage, instead helping to block 1 spell in a small area. Possible uses could be to prevent DE zapping, or to not let the attacker heal all of their hogs at the double giant bombs...
Attackers could still counter it, by either
A) having higher level spells than the defender
B) using two spells in a row--Remember, the trap only blocks 1!
Feedback encouraged!