Now, it occured to me that while the recovery time for a particular consequence can't be shortened by magic, the nature of the consequence one is recovering from can be altered by magic. For example, if one suffered a moderate consequence of "DOG TIRED," using the appropriate ritual or administering the appropriate potion could change it to "TWEAKED AND EDGY." The level of the consequence would still be the same, and thus the same recovery time would be required, but the nature of what the character had to cope with in the meantime would be different. It would basically be the magical equivalent of medicine which alleviates an unwanted symptom but intills side effects in the patient. So you could have healing magic "cure" or "heal" a specefic consequence, but the fact that a consequence of a certain level had to be recovered from would remain.
The main advantage of healing magic in
the game is in providing justification to begin
the recovery process (page¤ 220) without any
other effort. Use the shift value of the conse-
quence (which you can stack together for
multiple consequences) as the spell complexity.
Remember, the recovery time can’t be shortened
with these kinds of magics—the target still has
to go through the healing naturally.
Why can't magic "Heal" consequences? For instance mend a "Broken Leg" severe physical consequence. its MAGIC goddammit, it should be able to do such things. I woulden't make it easy of course (Probably a 6 shift evocation or thaumaturge spell). After all if Queen Mab could heal Dresden of his broken back, then certainly magic can cure consequences.
Why can't magic "Heal" consequences? For instance mend a "Broken Leg" severe physical consequence. its MAGIC goddammit, it should be able to do such things. I woulden't make it easy of course (Probably a 6 shift evocation or thaumaturge spell). After all if Queen Mab could heal Dresden of his broken back, then certainly magic can cure consequences.It's not that MAGIC can't "heal" consequences. It's just that mortal magic can't speed the recovery of consequences. Or at least, that's what the rules say in regards to the types of magic that PC's could potentially have access to using. Queen Mab is basically beyond stats and not bound by such limits.
6 shifts seems a bit too cheap to me.
Wasn't talking to you.
I was replying to darkfire's suggestion of 6 shifts for a severe consequence.
You posted while I was writing.
6 for a mild is probably okay, but as aforementioned I'd prefer to avoid fixed difficulties.
Though, I suppose one might go the route of the recovery powers. You do an expensive and difficult ritual and it just makes it heal as if it was something of a lesser severity. That's not as big of a deal, perhaps.
Don't forget Elaine's Reiki Healing spell. Costs 4 shifts plus a number of shifts equal to the consequence it's healing and has it heal as if one consequence lighter. Not bad considering you can take a moderate consequence and have it heal a scene later. I think magical healing is effective as it stands.I was going to mention this one. Which, by the way, is a RAW example that breaks the RAW quotes in the OP.
Don't forget Elaine's Reiki Healing spell. Costs 4 shifts plus a number of shifts equal to the consequence it's healing and has it heal as if one consequence lighter. Not bad considering you can take a moderate consequence and have it heal a scene later. I think magical healing is effective as it stands.