Goodmorning,
Having a general dispell and a gerneral ward spell, is one solution, but it leads to the 'i have to cast this spell on every city, and maintain them' micromanagment,
also it doesn't give any fealing that the mages are battling, over the success or failour of the spell, if the spell is stronger then the counter spell, it wins, else it looses.
It would work, but it seams a bit flat to me.
I would rather a system where I start to cast a spell on you, or your people, or your land, (or all of the above), and some turns in you 'detect' that the spell is being cast, and start to actively resist my efforts. Due to this strugle of minds one or the other of us can directly read, attack, see the mind of the other, if they choose to focus on that, or if they truely outpower the other caster.
I was looking for a system where both mind reading, and multi turn strugle could be broght into a minigame. Preferably one that that required no Hand eye cordination and provided a some tactical hook.
The method i suggested, and perhaps not the best to achive these goals, was to have two semi seperate elements of how to boost a spell.
You can boost the strenth and probability that the spell will work directly, adding more mana and spell ability to ROCK PAPER SCISSERS [arbitrary names, RED GREEN BLUE, whatever] or you can focus your extra mana on mind reading, hoping to see what the other wizard is using so you can choose the best to counter [or maybe some troop distributions, map layout, whatever, distrutions of spys in your empire...]. Every turn you can put some choose how much of the three ways of adding mana you want to use, and how much mana you want to dedicate to learning, and how much to defense.
Or do you do nothing and hope that your opponent will not be able to build up the counter spell fast enough before it's cast [in the event that you're spell got detected late, for example].
Having generic spell defences and generic counter spells doesn't do it for me. For me to counter a spell you need to know it's being cast, you need to know what spell it is that is being cast, and then you have to overcome the caster. three separate steps that i feel most games loose by just having a 'cast this and roll the RNG[or cast this, boost it for a higher probability before rolling the RNG]'.
The system i'm proposing is a little more complex. . .. but has SO much more that can be done with it.
It's just my preferance ofcourse, but shrug.
Take care