So, just looking at spell effects - what could be a good complexity for suppressing a decently narrow type of consequence? Similar to what we see a few times in the books - Lash helping him block pain (in PG I think?), and his not feeling pain or fatigue in CD.
Nothing as wide as "Physical consequences", but more narrow like "Pain-related" or "Fatigue/Exhaustion"? Is 1 shift / stress-value of consequences to cheap? 2 shifts? That would make it a 4 shift effect to suppress a Mild and an 8 shift to suppress a Moderate.
Unrelated to suppressing - I had an idea about the kind of Enchanted Item I want to make. It is definitely not within the RAW, and not even the wonky examples, but I want input on how it could be made to not be gamebreaking.
A Power 3 item can create one frail aspect on the user, usable once per session.
What do you think about an item that gives one frail life-force themed aspect per Milestone passed since its last use. Or only one aspect, but one tag/milestone. It would equal a Power 3 item if used each session, but would essentially "store" unspent uses.
Probably some kind of maximum number of aspects/tags, and if producing several different aspects (rather than one with several tags) they of course have to be predefined, including the order (if 2 aspects they are A and B; if 4 aspects then A, B, C and D; if only 1 then just A).
The benefit with multiple Aspects would probably be that they can be less "all purpose" - most could probably be used for Power boost in Evocation, but maybe only one or two could be spent on Control. Also several different aspects that could potentially be compelled - it can't be easy to keep your cool in that kind of energy rush!
I can't really find anything in the game except consequences that has a intended use-rate of less than once per session. I want the effect to be something along the power level of a Severe consequence, with a similar time frame for use - once per scenario if even that, and a real whollop of an effect then.