For the record, I'm not running a DFRPG game. I'm running a fantasy story in a homebrew world, using a mashup of Legends of Anglerre and DFRPG rules. FATE is beautifully modular that way.
In any case, my game is not so gritty as the Dresdenverse: starting with 3 Stress per track, increased by Skills, etc. Still very dangerous, but my characters aren't going to get their teeth kicked in or stay injured quite so often as Harry does.
My question is this: I'm debating how to use/apply healing magic, specifically consumable items such as potions/poultices/etc. These aren't going to be potions of cure light wounds ala D&D--rather they will be important, strategic items that are hard but not impossible to come by. I'll likely be using them as story or quest rewards--something worth risking your neck for, in other words.
What mechanic should they use? I am very familiar with the reiki spell rules, and I'm using that as a baseline for what a spellcaster can do solo on a regular basis, but that doesn't seem quite potent enough for what I'm looking for. Should the potion remove consequences entirely? Remove a number of damaged stress boxes? Remove ALL stress boxes but leave consequences? This is my sticking point.
Any help would be appreciated.