I would like to propose a new trap that is a little gem that sits on a 1X1 space and can hold a spell that will be triggered when a unit walks on it (Just like any other trap). The trap would need to be charged with a new spell after discharge, rather than paying a rearming fee. The screen to charge it would be located in the Spell Factory and charging it would consume one of whichever spell you charged it with and tie up your Spell Factory for what ever amount of time they decide charging should take. Each spell would have different effects when the trap is triggered, the strengths of the effects would be related to the traps level rather than the spells level.
My ideas for the effects are:
Lightning Spell - Would strike the area with a weak lightning bolt several times, with more strikes and damage being added as the trap is leveled-up.
Healing Spell - Would create a bubble of healing that would restore an amount of HP to the surrounding buildings as well as any Clan Castle Troops inside it over a few seconds. The trap level dictates how much it heals and how long it lasts.
Rage Spell - Would create a bubble of rage for a few seconds that would affect defensive Heroes and Clan Castle troops the same as a normal Rage Spell would. It would also increase the speed and/or damage of any defensive towers inside it as well. The higher the trap level the longer it lasts and the stronger the rage bonus.
Jump Spell - Would Create an area that would repel any ground troop that walks inside it by launching it back several squares. The higher the trap level the farther it throws troops and the longer it lasts.
Freeze Spell - Would cast a Freeze Spell on the surrounding area that only affected attacking troops and heroes.
Pretty strait forward, let me know what you think.

