Dispel Magic

Spell
Cost: 10-50 MP

Research Cost: 640 RP

All spells on the target unit have a Cost/(Dispel Cost+Cost) chance to resist, otherwise they are dispelled.

Developer Comments
''This is necessary to make sure the super powerful buff stacking strategies are kept in control. In particular, highly buffed units tend to take no damage, allowing their owner to keep destroy even very powerful enemies without losing anything in the process. This is far too efficient as you can pretty much destroy a full enemy stack each turn by a single one of your units. However, Dispel Magic ensures you lose something: the buffs themselves, in the process, and will need to constantly resupply your “forces” by recasting those enchantments, similarly to how regular strategies need to build new troops as reinforcements after a major battle.''

More importantly it also ensures you can't risk letting a single unit fight a whole army: getting hit by a successful Dispel Magic at that timing will likely ''spell doom for the entire unit. So you still need to dedicate a reasonable amount of resources towards winning battles and can't excessively snowball. Dispel Magic has a fairly high research cost for a “common' tier spell, ensuring there is a small timeframe to enjoy unit enchantments before having to worry about it, giving Life wizards who have nothing else, a bit of a breathing room''

Furthermore, it ensures those unit curses AI players employ to cause the player to lose units, such as Confusion, will be an efficient deterring factor as intended at least for the very early turns when snowballing too much would have critically unbalancing ''consequences. The formula for the dispelling was kept as is, so it's not very effective against single spells, but very powerful on targets that have many enchantments stacked.''

Additionally, a new rule was added that unit curses has double the normal resistance: this is necessary because to cast a unit curse it needs to succeed at a resistance roll itself, meaning it requires a lot more effort to use than ''the cost would otherwise imply. Without this rule Dispel Magic was far too effective at negating Confusion or other similar effects. It's still pretty good at it, but not good enough that you can consistently expect to survive getting hit by those spells. Of course this applies for the early game - later dispelling those is trivial as more mana and skill is available to do so.''