Name: Confusion Trap (Original Version)
Uses: Three Times, afterwards it requires replacement
Mana Drain: 250 mana
Target: Area of Effect
Friendly Fire: Yes
Cooldown: One Minute
Recovery: None
Information: A trap that introduces choas into the game.
Function: The Trap deploys a red mist in the area effecting creatures within the mist range. The Creatures enter a state of Confusion. The creatures effected by the mist will have the possible effects listed below. The Duration of the effect is really up to the Dev team but if I could, I'd suggest maybe 20 seconds.
1) Victim is dazed from the confusion and simply stands there. These victims do nothing for the duration of the effect.
2) Victim is insane with rage and attacks EVERYONE around them for the duration of the effect.
3) Victim is consumed with fear and will flee from enemies for the duration of the effect.
4) Victim has lost sense of good and evil, he suffers the effects of the Turncoat spell for the duration of the effect.
5) Victim has become sickened and is under the effects of the slow spell for the duration of the effect.
6) Victim is empowered by the chaos of the confusion gas and benefits from the speed spell for the duration of the effect.
7) Victim believes he was almost killed by the trap taking large amounts of damage and is under the effects of the slow spell.
8) Victim believes he's a chicken, victim is under the effects of the chicken spell for the duration of the effect.
9) Victim Is empowered by rage and confusion, he attacks everyone around him and is instantly healed as if by the heal spell, attacks EVERYONE, and is under the effects of the Speed Spell.
10) The Victim is unaffected by the trap.
Appearance: Much like the Spike Trap, only red and instead of spikes coming out, it's red smoke.
The real purpose of the Trap is to add a unpredictable element to the game and serves as a very dangerous trap for everyone including yourself. The Trap can either help you by weakening the enemy and/or empowering your creatures or possibly backfiring by helping the heroes. ( Campaign Story Wise this could be the main trap Insane Keepers use or maybe the Heroes believe confusing the enemy will help them win the battle. Imagine taking the fight to enemy Keepers and Hero strongholds full of these traps. )
The Trap would need to use a Randomizing program with 10 possible results meaning the trap has a 10% chance to do any of the listed effects. It might be easier in terms of programing to make everyone within the AOE share the same effect but it'd be best if every creature gets their own randomized results. This can mean in the moment the trap triggers, 1 hero is dazed, 1 hero enraged, 3 creatures unaffected, ect.
Creature wise only the following are not affected by the trap (If their applicable.)
Undead (Vampires, Skeletons, ghosts, ect)
Horned Reaper/Horny
Lord of the Land (or Knights in general if you want)
Avatar
Any Mindless creature (Like Skeletons, and Stone Knights)
King
Prince
Obviously some of these characters will probably not even appear in the game, I was mostly just listing them to give you a general idea on who'd be immune to the trap.