Overall, I do too. Just as long as it didnt like become commonplace as a strategy, because idk about you but if I was player A and Player B and C are duking out their "Ice Age" war Id get pretty frustrated to have to keep looking at all that snow! And what if I decided to melt some of it and they declared war on me for it! hmmm... I think that that sort of thing would be stupid. So it should def be a very magic (or essence) consuming task that drains as you maintain it.
Lets look at it this way. We know that we are going to recreate the world by ourselves. This propably means we have freedom in choosing what terrain we want. So basically, Ice Age (if you havent already noticed, yes, ice is my favorite element) is the first spell you are going to cast at the beginning of the game. Its simply a magical battle of different opinions on what world should look
Lets say the basic terrain/not-terrain that is one the whole world at the start of the game has resistance 0. That means, I can cast Ice Age of power 1 and it works and spreads further and further. Until I meet someones Grasslands. Assumming Grasslands user also used power 1, once they meet, they merely stop. Perhaps they stop a little far from themselves so between them is the hostile terrain. Grassland user is greedy and decides he has small living space and improves power to 5. Thats quite a lot, his grasslands expand and my territory is dwindling.
the Magic Guard spell I put in place 10 turns ago will reduce its effect by 50%
(lets try not to ignore other peoples posts) I improve my Ice Age to 10 power AND then cast "Ice persistency" global (rather domain, but are domains here ? ) defense spell. Until now, ice age power 10 meant resistance = 10. Not now, because of my buff, Ice Age power 10 = resistance 20. This way I sort of burnt my enemy's lake (if this sentence looks strange to you, then its ok..i direct translated it from my language ) since if he was to atleast stop the expanding of my spell, he has not to improve power to 10, but to 20. Myself would in total use only 15 power to sustain these effects since I put power 5 in my buff.
My enemy then can accept new conditions (for now) OR if he intends to continue this battle he can attempt to dispel my ice persistency since leaving it be would be resource-unwise.
Now Ive gotten to the subject of actual dispelling. We are talking about, lets call it "astral dispelling" BECAUSE events that happened as I described above were infact continous spells and counterspells in the right point of view; its the method
If one channeler tries to freeze the world and another tries to burn it
only we do not have to take in account mechanics of elements because of 2 factors: a) ice and grass are not opposite both are magically sustained . This method I will call "element dispell".
but anyway, our goal is to dispel "Ice persistency". Properties of this spell are as following: its a (domain) buff, or call it support spell since by itself, ice persistency does nothing - requires an active Ice Age. Its of the ice sphere, but problem is we cannot directly aim at it. Its everywhere where is ice age. The only way of using element dispelling would be burning entire part of world where Ice Age takes effect. That sounds rather costly, since our buff we want to dispel is in effect.
We are going to use "astral dispelling". This one does not take elements or place of spell in account. By magical means it can reach and pick to dispel only our desired buff and shave it off; essentially, you need to cast a counterspell 50 % stronger than desired spell. Ice persistency has power 5, so counterspell has to be atleast 7,5 (8) to take effect. Unlike before though, this counterspell is instant. Once you cast it, I cannot decide to fuel my buff more in order to keep it in place. Finished, buff is gone.
ADDITIONAL EFFECT of counterspell is that it prevents the use of the counterspelled spell for X amount of turns. Prevents abuse. Without this in place, I could simply cast my buff again and you'd had to dispell it again; it would cost me less in the end though. So counterspell also bans the spell for a period of time. The more extra power you put in your counterspell, the longer the spell is banned. I believe here could be used multiplied increase. Base amount is eg. 3. So counterspell power 8 = 3 turns ban. Counterspell power 9 = 6 turns ban, etc....
Whoooh, I should end, lol.