the tricky healing.
I like that you create an aspect that can be tagged to pay off compels. That is very smart and a very smooth way to legally "heal" someone in combat since no-one can take advantage of the consequence...although, it doesn't make the consequence go away, so they could just spend a FP to get hit it again...but, I don't think that'll come up often and you always earn the FP when someone invokes your consequences.
Yeah, it's kind of how like in the more recent books, Harry can keep going for a while ignoring his injuries, but
eventually no matter how much pain is dulled, a broken arm just plain isn't going to work right. So these spells provide protection against one or two compels, but not more than that -- so, someone with a busted leg might get a freebie on a sprint, but if they keep trying, eventually the leg's going to give out.
The maneuver to heal a poison works well. Technically, it's a scholarship skill replacement spell since scholarship is the First Aid skill to stop poison. Maybe you want to expand that and have a powerful enough spell that could be used an anti-toxin or immunization to poison. An appropriately powerful enough maneuver (greater than the maneuver created by a venomous creature) that can be used to 'pay off' the invoke so that the poison doesn't affect them in the first place.
That's a good idea, aye.
They look fine to me. Though I think you're stretching the definition of "maneuver" too far, that doesn't really affect the mechanics.
Well, yeah, but I mean, they're not an attack, a block, or a sprint, so what else
can I call them?
Either you're reading these wrong or I am, because to me it looks like these don't do anything Scholarship doesn't. They just start the healing process, that's all.
Yeah, they're an excuse to start the healing process; the reason it's not just Scholarship rolls is they're meant to be done
outside of a medical facility. This character is a White Council healer, so A. she doesn't want to operate out of a hospital, and B. her patients usually don't want to go to hospitals either.
If they meant to make it substantially faster, that'd add to the cost, reducing the severity of the consequence. That might come as she levels up and gains power.
And those complexities seem too low to me.
They seemed high to me -- I mean, a 13-shift ritual to heal something that's going to heal on its own anyway by the time you're ready to cast the ritual?
I kind of like this, but I'm also a little bit leery of X-shift rituals for healing purposes, simply because thaumaturgy isn't supposed to be fast. If you need to counter a poison of power X, how many turns of maneuvers and control rolls would actually be needed to get rid of the poison? If the poison is strong enough, wouldn't a character probably be better off getting healed by a one turn scholarship roll plus some fate point expenditures?
Oh, this isn't meant to be fast, or done in the middle of a fight. These are regular thaumaturgic rituals. That said, the character I'm designing them for has effective lore for biomancy at 8 (meaning half of them she can do without the extra prep) and Discipline at 4, so she could do them in two, three rounds.
Also, logically, countering poison would require a particular antivenin. If you have magic, that makes it something you could do anywhere, instead of having to have a specific countermeasure.
I suppose you could also divide them up -- have a generalized 3-shift pain relief spell, and then, separately, use the base lore for the actual healing spell. Given her stats, she could actually do the 3-shift pain relief spell almost at will, barring a terrible roll.
The others seem to be line with Recovery and Skills on pg 220 of YS, but given that justifying healing under pressure would almost certainly be faster through scholarship, I'm not sure how useful they are. It seems like justifying consequence recovery after the fact would be the way to go for magical healing, since it probably requires less mess than, say, an impromptu surgery for those inconvenient bullet wounds.
Sometimes you have to heal in the field for one reason or another -- maybe the wizard can't go to a regular hospital, maybe you're stuck on a trip to enemy territory, maybe you
really need that tank to be back on his feet, if only for a couple rounds. I have, as a GM, compelled players to attempt to heal right away for drama's sake (said healing involved sponsored magic).
If that's all they do, they should be cheaper. I read them as removing the consequences.
Well, they'd be cheaper if you nixed the pain relief.