I've have assumed that if its thaumaturgy and you have all the stuff, that it will at least take one action to set. Its like when Harry pulls out his chalk from his pocket. He has the skill and stuff on him so the ritual wont take much time but he still draws a small circle seals it with blood and uses the links. at most a minute but still time.
An important thing when it comes to thaumaturgy is the 'story of the spell'. Maybe you have everything, but you still need to organize it.
Here's a ritual that I did in a pbp to change the colour of a stolen car. A maneuver with the a complexity under the characters Lore. (it's near the bottom of the post)
http://www.jimbutcheronline.com/bb/index.php/topic,39379.msg1964338.html#msg1964338Plus thaumaturgy last longer, at its weakest till the sun sets or you cross a decent amount of water right??
I think it often depends on narrative. Things like wards last until morning, while things like temporary powers and scene aspects might only last a scene. One part of YS says it'll last until sunrise but in another part it says the default duration is 1 scene or "15 minutes" on the time chart.
I'd have to look for the quotes.
I am big on travel, I really wouldn't want my wizards just to get in a car and drive, so world walking is going to be the way, plus its cooler. I am assuming the location they pick is the link. Can a wizard punch a hole into the nevernever from anywhere if he has the strength?
From my reading is most everywhere is 5. While other places further or closer to the nevernever will have stronger or weaker barriers.
BUT here's the thing with World walking: The reason they're called the
Ways is because certain locations have resonance to others. So even if you rip a hole open in a random location, there's no telling where in the nevernever you're going to end up. Once in the nevernever, you could walk 10 feet, open another portal and be in a random place on the other side of the world.
That's why Harry used specific places to cross over.
He goes to alley 'x', opens a gate, walked half a kilometer down a path in the nevernever, opens up another gate at 'the weird tree', ends up in Tokyo, walks another block to the back alley of some restaurant, where he goes back into the nevernever, walk 5 paces and opens a gate to England.(his target destination)
You can't open a random gate into the nevernever, then move 10 feet and open another one and be exactly where you want to be. You have to
know where you're going. That's why Lore is the default 'how do I get from point A to point B.
While on subject, why is Conviction important for thaumaturgy? Just for the extra mild consequence?
Yeah, I don't think conviction is important for thaumaturgy. Complexity is Lore. Calling up power is narrative(you can just choose how much power to call up - there is no hard limit), controlling the power is discipline.