To throw more math options, A General Dispel is Generally Useful, and lots of magi have probably need one at various levels and have lab texts in your library. Maybe not at a perfect level for you to cast, but when not under any pressure its a simple die to the casting total, still a 'botchless stress die' to the result. While you can argue that hours upon hours of casting would still be stressful enough to risk a botch (I wouldn't as non-fatiguing spont magic isn't), and you can add qutie a few levels to the roll. or just space it out more.
A few years later and our Lass has passed her gauntlet and is a full Maga, if still wet behind the ears and at the bottom of her Covenent's totem pole.
She had a season to study a primer on Vim (summae lv 5 quality 15. well within limits), to get a Vim art of 5, and improved her Perdo by 2 levels for 7+3 for a Perdo Vim casting score of 17. She couldn't find a lab text for a general dispel of 15, but did find a lab text of general dispel lv 20 (lv 15 + 1 touch).
She has an Int of 1, a Magic Theory of 2 and a lab with a magic aura of 2, just enough to reach the 20 needed to learn the spell. While casting it is a little tricky (requiring 3+ on her roll), a success dispels a (15+20+die)/2 spell. A lesser curse (lv 25) only requires a roll of 15 (3.8%) while a greater curse requires a roll of 65 (0.00269%), or 25768 tries for 50-50. At six seconds a spell, that's 43 hours of casting, or about a week for a 50-50 shot. not great, but hey, beats suffering under the curse forever like a peasant.
While my first example fatiguing spont did neglect the range, it also neglected the stress die which had a decent chance of improving the starting number enough to make up for it, especially since “Most spells are assigned a level, which is usually a multiple of five. It need not be, however, and magi may well invent spells of intermediate levels. Spontaneous spells often have other levels, as well.” And while yes, this does have the chance of botching, it should only be a single botch die which means there is a 1% chance of 1 warping point. A problem for a marathon casting session of thousands, but I also wasn’t thinking of a lv 50 target. And the math for two stress dice is much more complicated. If someone has it somewhere or wants to do it, Id love a copy since I don’t want to do that math, but even lowballing, she likely can dispel a lv 40 effect before she gets a point of warping.
Fortunately, that's secondary. We have already done enough math to to answering the question: RAW, there isn’t a good way to prevent it. No matter what you do, the stress die will eventually explode enough to win.
If you don’t like it, house rule the guidelines to a simple die, limit the explosions, or have the ‘not botches’ do something to penalize the mage. Depending on how hard you want to make it and how much you think magi know about how magic works, penalize them with loss of confidence or say “NO, thats metagaming. You have no way of knowing that it works that way.” Rule it doesn’t work that way and the die roll is the same for a day, or week, season, until they increase their Perdo or Vim. Lots of options for house rules. but RAW, hermetic magic is just really good at getting rid of magic.
However, even RAW you can make it harder. Many thanks to Ezechiel3571’s for pointing me on the right track. I neglected to consider how they would determine the type of magic. Looking at InVim, that is a very significant barrier, as it has a lv 15 (5 + 2 magnitude), neglecting any TDR. Hide it so they need the +4 vision for a LV 35-40 Sight of the Active Magics.
Or, leave it out and mask its aura with a PeVi spell
Gen: Make something (including a magical item) seem non-magical to any Intellego spell of less than or equal to twice the (level + 2 magnitudes) of this spell
At touch +1 and moon +3 a lv 30 spell would block it form detection form lv 40 spells for a month. If you
If your feeling vindictive, add on a CrVi “Create a magical shell which gives false information about the target to Intellego spells with level less than half its (level plus one magnitude).” The half (level +1 mag) means it will only fool apprentices as a normal spell, but as a ritual it can be momentary and last for quite a while. After all, if it looks like a lv 40 MuTe spell it might take quite a while to catch on to why you dispels aren’t touching the wards that have nothing to do with Terram.
Or, and this is probably the intended way, though its horribly unobvious and intuitive to figure out: the Disenchant spell example indicates something that isn’t even listed in the core book. In HoH:TL there are more guidelines that indicates that ‘magical effects’ does not include enchantments. Dispelling an enchantment requires a ritual, which means it costs a lot more time and vis. Its slow, but it works for warding your secrets.
For curses? Homebrew looks to be the only option. Nerf the PeVi guidelines, or nerf stress die (ive seen a house rule where instead of doubling it just adds 10, still repeatable but it takes a lot longer to hit 30s and 40s... and very long time to reach 80s and 90s). Make a new virtue or ability depending on how hard you nerf and how hard you want the curse to be to get rid off.