Name of Spell - Shield Spell

Training Cost - As it is used defensively it's the first of its kind and should be available as soon as the spell factory is available to a player (the player now has to choose between defensive or offensive spells) therefore I suggest it be the same as the electric spell or slightly more as it will be self activating once placed. Given it's used defensively the cost should be in gold vis elixir as for offense spells, balance of sorts with regards to use of currency.

Targeted defense - Any type of structure in the players base.

Effect Type - It will protect the structure it is applied to by increasing the structure's survivability which will allow a weapon to operate longer or may reduce the amount a storage facility would lose or reduce the chances of losing critical building ie TH. The question to be determined is will the spell be area based, length of time or amount of additional hit points it will provide or possibly a combination of one or all as used in the Rage spell. Your team is better suited to determine what is most appropriate and better balanced.

Protection type - All types of hit points once the protected item is attack. Initially this protection should allow the item to survive without loss of any of its on hit points for 70 % of the battle time against an opponent at an equal Town Hall level.
Training

Training Time - Defense is supposed to be well thought out therefore defensive spells should take longer. This being the first defensive spell I would suggest 30 or 35 minutes. If it is going to be the only spell then longer would be more appropriate.

Description - I assume look of spell, it would encase the protected item in a silver gray fog that would have pin pricks of white when hit.
The functioning of the spell occurs when the defending member is not actively playing the game but must be placed by the member before leaving. If the base is not attacked during the players absence the spell will not have been used but must/may be replaced prior to his next departure and may be used on any structure he wants.

Research Time/Spell levels - 1 to 5
1day/Lvl 1, shield effective for 70 % of the battle time
3 days/ Lvl 2, shield effective for 80 % of the battle time
5 days/Lvl 3, shield effective for 85 % of the battle time
7days/Lvl 4, shield effective for 90 % of the battle time
7days/Lvl 5, shield effective for 95 % of the battle time.

Lab level - Available at lab level one. A special rider is that one and only one may be employed at any given time. Although a player may chose to create more than one.

The purpose of this spell is to allow a defender the use of spells in defense which will allow him to protect an item he deems critical but also gives an attacker a chance to destroy it using an overwhelming attack. This may level the battle field somewhat between defense and offense during farming sorties. The spell may be used to strictly protect one building or it could be used to protect a defensive weapon in the hopes of providing more protection to more buildings. I believe this is an excellent spell to improve the options available to defender which will increase both strategies employed by attackers and defenders in all phases of play.