Play this spell on defensive structures. It creates a think fog cloud in the area that reduces visibility of the defense against your troops. It doesn't freeze the structures from firing or damage them in any way, instead, it increases the probability that the defensive structure will miss your troops when firing. It also disables locking onto a single target for the duration of the spell.
For example an archer tower in the middle of the fog might only be able to hit your troops with 1 out of 5 shots fired. Or instead of making it a set number such as 1/5 is a guaranteed hit, each shot has a 1/5 probability of hitting any target in the damage radius of the archer tower. A small difference, but makes for more randomness. So each shot would have a 1/5 chance of hitting your troops. Same would go for xbows, cannons, air defenses or any other non-splash damage defenses. Mortars and wizard towers have splash damage, so they wouldn't have the same effect. Instead of shooting and having a probability of missing, they would fire randomly in their damage radius and if a troop or multiple troops happen to be at that spot, they would be damaged.
Inferno towers would have to work a little differently since they don't fire individual "rounds of ammo". Perhaps instead of their lava streams locking onto a troop and constantly damaging it until its dead or out of range, it would do damage in small increments. It would have its lava stream(s) randomly moving within the blast radius, because it can't see the troops to lock onto them. If a troop happens to be in the spot where the lava stream currently is firing, it will get damaged until the stream moves to a different spot.
Since this spell doesn't prevent defenses from damaging your troops and the spell doesn't damage the defensive structures, it's not as powerful as a freeze spell and thus it should be a 1-slot dark spell. What makes it most unique is that the defenses won't be targeting a single troop when inside the fog spell. They are randomly firing at troops in the area, hoping to hit them, since they can't "see" through the fog.
Level 1: Shots fired have a 1/5 chance of hitting a random troop in the damage radius.
Level 2: Shots fired have a 1/8 chance of hitting.
Level 3: Shots fired have a 1/10 chance of hitting.
etc...
These probability numbers would probably need to be adjusted but you get the idea. No way for me to give optimal numbers without having Supercell's testing resources at my disposal.
Another potential ability for this spell would be that since the defenses can't "see" through the fog and are just randomly firing in an area to hit troops, sometimes they may accidentally hit a base building and could do "friendly-fire" damage to it. The amount of damage done to base structures could be dependent on the fog spell level.
Edit (additional info): The fog cloud could be played on defensive structures and it would work as mentioned above. Or... You could play the fog on top of your own troops and any defensive structures in firing range would be effected but to a lesser degree. For example an archer tower would now have a 1/3 chance of hitting a target instead of 1/5, and would have less chance of hitting a base structure in the area.
Edit (forgot to mention defensive Heroes and CC troops): Defensive clan castle troops and heroes would avoid the fog cloud, so any of your troops inside the cloud would be safe during the spell. CC troops would just go around the cloud and find the next closest troops to target. Or... Since CC troops can't see through they fog, they can't do damage in the spell area, but can still be killed by offensive troops.
Edit (forgot to mention traps): Traps inside the fog cloud could have a probability of "missing" too. Or could do reduced damage.



