The dispelling player gets a number of dispel dice equal to the highest D6 roll of the two Winds of Magic dice.
With the power pool determined, the dispelling player now determines what resources they have at their disposal with which to counter their enemy's spells. By its very nature, disrupting magic energy is far more difficult than harnessing it, so a player's dispel pool will almost always be smaller than their opposite number's power pool. The number of dispel dice available to the dispelling player is equal to the highest D6 rolled for the Winds of Magic.
So, for example, if the Winds of Magic dice are rolled and show a 2 and a 6, the casting player will get 8 power dice (the total) and the dispelling player will get 6 dispel dice (the highest value shown). These dice are then placed in a dispel 'pool' in a similar manner to power dice. Each time a Wizard attempts a dispel, they take dice from the dispel pool to do so.
The same principle applies in games of 4000 pts or more, where the dispelling player receives +D6 dispel dice to their dispel pool for every +2000 points played. Note that the dispel dice added are always equal to the top half results of the dice rolled. For example, if 4 Winds of Magic dice are rolled and show a 2, 3, 5 and 6 respectively, the casting player gets a total of 16 (2+3+5+6) power dice, and the dispelling player gets 11 (5+6) dispel dice.