My base idea was brought about by complaints about the use of lightning spells to zap DE from storages. While I do not have a problem with this tactic myself it got me thinking. There is no way to defend against the use of spells. So I came up with an idea that offers the possibility of limiting that tactic.
At it's core the Fizzle Trap simply alters the behavior of whatever spell effect triggers it. It would react different depending on which spell radius triggers it. It never completely neutralizes the spell, but it does cause a little chaos. As the Fizzle Trap levels up it would be able to react to more than one spell at a time and would have a slightly longer window to react.
Lvl1 = Fizzle 1 spell. Lasts 5 seconds.
Lvl2 = Fizzle 2 up to spells. Lasts 10 seconds.
Lvl3 = Fizzle 3 up to spells. Lasts 15 seconds.
If somebody dropped 4 lightning spells at once on a lvl 1 Fizzle trap it would only fizzle one of those spells and the other three would work as normal. If they dropped 4 lightning spells at once on a lvl 3 fizzle trap it would fizzle 3 of them, and the 4th would work as normal. The effective duration of the Fizzle Trap would also go up as they were upgraded. If somebody dropped 1 lightning spell on a lvl 3 Fizzle Trap, then waited 15 seconds the trap would fade and the next 3 lightning spells would work as normal.
Lightning Spell: The Fizzle Trap deflects some of the lightning bolts at walls or attacking troops. Some bolts are unaffected.
Heal Spell: Either does not heal some of the targets in it's range for the duration of the spell, or damages them while the Fizzle Trap is active. Other troops in range get the normal heal effect.
Rage Spell: Converts into a fear spell and sends some of the troops effected by the rage spell running for the closest corner of the map at full rage speed for the duration of the fizzle. Other troops receive the normal rage effect.
Jump Spell: Works as a spring trap to some troops who can normally impacted by spring traps, larger units get a pushback effect of say 3 or 4 squares. Other troops receive normal jump spell effect.
Freeze Spell: Some troops are frozen in place. During their freeze they take double damage. Other troops are unaffected.
The Fizzle Trap would be new at TH8 with one upgrade available at TH9 and TH10 and you would only receive 1. As always opinions and ideas are welcome. Thank you for taking the time to review my ideas.

