Also, having a thaumaturgy effect in an enchanted item does not mean that you can use it at the speed of evocation.This is wrong. If you have a spell on an item (and this inlcudes thaumaturgy effects) you can activate it with a single action. In fact, defensive items can be activated without an action at all. So, a power 8 item could remove a mild consequence. If it is defensive, it could even remove it as soon as you take it by expending a charge.
Also, having a thaumaturgy effect in an enchanted item does not mean that you can use it at the speed of evocation.Yes, you can activate it easily and sometimes even without an action, but nowhere does it say that the effect is necessarily an immediate one.
This is wrong. If you have a spell on an item (and this inlcudes thaumaturgy effects) you can activate it with a single action. In fact, defensive items can be activated without an action at all. So, a power 8 item could remove a mild consequence. If it is defensive, it could even remove it as soon as you take it by expending a charge.
The Important part there is the fact that mid combat removal of moderate or severe consequences is not possible. And that is always the case, whether you allow instant thaumaturgy effects or not.Emphasis mine. I am not sure if I missed something: is there any rule that states mid combat removal of moderate or severe consequences is not possible? Recovery Powers allow for mid combat removal of mild consequences, but I do not think that it would naturally follow that moderate or severe consequences cannot be removed mid combat via alternative means.
Emphasis mine. I am not sure if I missed something: is there any rule that states mid combat removal of moderate or severe consequences is not possible? Recovery Powers allow for mid combat removal of mild consequences, but I do not think that it would naturally follow that moderate or severe consequences cannot be removed mid combat via alternative means.
As for concessions, here's the thing; it you conceed and the concession is accepted then you don't die. But a black court vampire that's hungry is free to ignore your concession and drink your blood. (especially since Blood Drinker may compel it to drink your blood even in cases it might accept a concession)
Healing is very very tricky in the DFRPG.
There are now 3 on screen examples of healing in the source material
1. Lea healing Harry's Headwound
2. Elaine using her Reiki Healing Spell
3.Changes Spoiler(click to show/hide)
1. and 3. are more along the line of Plot device power.
2. is an example of what a Player-Wizard can expect to be able to accomplish.
Elaine's Reiki Healing spell is statted out in YS:300.
And it is not a straight up heal. It allows for a moderate consequence to heal like a mild one.
I think it should be used as a guideline.
Mild consequences can be removed... though it doesn't really make sense, since mild go away quickly on their own.
Moderates can heal like Milds for a complexity of 8 (4 base +4 for the consequence.)
Reducing a Severe to heal like a Moderate would take at least 10 shifts.
Also, having a thaumaturgy effect in an enchanted item does not mean that you can use it at the speed of evocation.
I'd still require a certain amount of time for it to work, you just don't need to bother with preparing and other hindrances.
So: No mid Combat Healing. That is what Recovery powers are for.
I would price healing spells like this:
Remove a Mild Consequence: 6 shifts (doesn't change much, since it takes a scene to do the ritual to heal, and Milds only last a scene in any case... so generally a useless exercise)
Recover a moderate like a Mild: 8-10 shifts
Recover a Severe like a Moderate: 14-16 shifts ( For this I'd require the caster to have some form of medical knowledge to justify him using magic in this way. Otherwise you'd need to have some form of sponsored magic to offset the lack of knowledge)
Each Consequence can only be treated once. So no instant heals of Severe consequences.
Edit: This post is kind of a disconnected jumble of thoughts... i hope you can follow it *g*
No mid combat healing?:
What about thaumaturgy at the speed of evocation? If someone can acquire enough shifts could they not duplicate recovery powers to remove a mild? if so could a sponsored spell not first cause a moderate to heal like a mild or use similar stronger magic to greater effect then on the following round remove a mild?...or something that heals like a mild? I think the ramifications could be overpowered, but is it possible in RAW?
I think that sponsored magic in fact might be able to reduce the healing time or get rid of a mild through means of thaumaturgy at the speed of evocation. As always it'd depend on the sponsor. To me it makes perfect sense that soul fire could do it but not very much else. Even summer magic seems not to qualify ... can't imagine wild growth is something you want to happen in your body *g* .
It's still seams a big IF considering that sole fire is hard to come by.
Actually, Summer magic is one of the sponsored magics that can do potent healing effects. It's specifically mentioned in
I know that my dear friend. Perhaps I made it not absolutely clear, perhaps you like correcting me to much ... ;o)
... as you may have read my post was primarily concerned with thaumaturgy at the speed of evocation. As winter magic can only do entropic things through thaumaturgy at evocation speeds i drew the conclusion that summer magic should be equally devastating when used in such a way. That makes quite a lot of sense to me, since evocation speed magic (that is not used by plot devices) tends to be on the destructive side of things.
I was not in any way trying to state that summer magic can't heal. That would be an insane statement. I apologize if it came through like this.
As winter magic can only do entropic things through thaumaturgy at evocation speeds i drew the conclusion that summer magic should be equally devastating when used in such a way. That makes quite a lot of sense to me, since evocation speed magic (that is not used by plot devices) tends to be on the destructive side of things.
Its you're game, but I think the paragraph on YS290 starting "In addition, Summer magic..." is pretty clear that it allows biomancy effects at evocation speed. It specifically says it allows evocation spell effects that encourage renewal. AKA, healing.
Totally agree with most of the other comments here about limitations on healing. But, the greater point is, whatever healing you allow thaumaturgy to do (be that a lot or a little), IMO YS is saying summer beasties can do it at evocation speeds.
Its all part of that natural cycle/opposites thing the fae have going: Summer fae make the best friends...and winter fae make the worst enemies. :)