I've seen some discussion about healing powers and how difficult they can be to model. Here is an attempt at one related to faith powers.
Edited version:
Savior's Calling [-2]
Description: The strength of your faith has called you to stand between the darkness and those it would attempt to harm enabling you to accept and heal the injuries that are meant for others.
Skills Effected: Conviction
Effects:
Aegis. Once per scene, if an ally would be forced to take a consequence, you may take that consequence instead.
Laying on of Hands. Once per scene, given the time to pray, you may roll using Conviction to take from another player any number of consequences with a combined value no greater than your roll. You must immediately accept those consequences and fill any available boxes to soak up the total value in consequences. If you do not have enough consequences available, then you are taken out.
You may choose to divide the value of a consequence and only accept part of it. If you do, the severity of the consequence is reduced for the person you are healing by one step for each 2 shifts you accept from that consequence (This does not change the slot that the consequence is in, only the time it takes to recover from it).
Faith's Reward. Once per scene, you may clear away a mild consequence accepted through this power as a supplemental action. Out of combat you may recover from consequences accepted through this power as if they were one level lower in severity. You must still seek medical attention or its equivalent to start the recovery process.
Stacked Recovery. Any additional recovery powers that may apply to consequences accepted through this power may further reduce the time it takes to recover by one additional level of severity. This means that for the purpose of recovering from consequences accepted through this power, the benefit gained through having Supernatural Recovery would be the same as the benefit gained through Inhuman Recovery and the same for any other recovery power.
All other recovery effects that would apply to a consequence taken with this power apply as they normally would.
Savior's Calling [-2]
Description: The strength of your faith has called you to stand between the darkness and those it would attempt to harm enabling you to accept and heal the injuries that are meant for others.
Skills Effected: Conviction
Effects:
Aegis. Once per scene, if an ally would be forced to take a consequence, you may take that consequence instead.
Laying on of Hands. Once per scene, given the time to pray, you may roll using Conviction to take from another player any number of consequences with a combined value no greater than your roll. You must immediately accept those consequences and fill any available boxes to soak up the total value in consequences. If you do not have enough consequences available, then you are taken out.
You may choose to divide the value of a consequence and only accept part of it. If you do, the severity of the consequence is reduced for the person you are healing by one step for each 2 shifts you accept from that consequence (This does not change the slot that the consequence is in for the person you are healing, only the time it takes to recover from it). In addition to healing the consequences of another, you may choose to accept any permanent damage that would remain after recovery allowing the person you are healing to recover completely (this does not include extreme consequences).
Faith's Reward. Once per scene, you may clear away a mild consequence accepted through this power as a supplemental action. Out of combat you may recover from consequences accepted through this power as if they were two levels lower in severity. Any permanent damage that would remain after recovery that is accepted cannot be recovered from through this power.
The way I have this priced out is a -1 for Aegis and Laying on of Hands, and a -1 for Faith's Reward. Aegis and Laying on of Hands are only redistributing consequences not removing them, so that seemed like a -1 kind of thing, but without testing I can't be sure. Faith's Reward was tricky since it is a combination of Inhuman Recovery and Supernatural Recovery minus some things from both. You get the out of combat healing from Supernatural Recovery, but the in combat healing from Inhuman Recovery. You also don't receive the Total Recovery benefit or the Endurance benefit from either. So I priced the effect at -3, and then gave it a Catch of +2 for only affecting consequences accepted through the power.
Thoughts, questions, critique?
To price it out, you could take Lay on Hands, then add the appropriate recovery power -
Say supernatural recovery, with a Catch of "everything except consequences caused by 'Lay on Hands'."
BTW, there's a few faith healing powers on the custom power list. Some I'm not fond of.
Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.
Healing Light [-2]
Description: By channeling your supernatural energy into somebody else you allow them to begin the healing process, and may even help them recover to perfect health.
Skills Affected: Conviction, Scholarship
Effects:
Starting Recovery. You may use this power to make scholarship declarations to justify the start of natural recovery from physical consequences, just as if they’d gone to a doctor or the hospital.
Healing Pool. You have a pool of healing power equal to your conviction.
Healing Surge. You may spend a fate point to allow somebody to recover from all of their physical consequences up to severe as if they where a mild. Subtract the value of the highest consequence so affected from your healing pool.
Healing Backlash. At the end of the scene you must roll against a hunger attack with a value equal to the number of negative points in your healing pool. If you have used other powers attached to your feeding dependency during the course of the scene, this (positive) value is added to the overall strength of the hunger attack you would suffer from use of your powers instead.
Magical Healing [-1]
Description: You are trained in the ways of healing, and can work healing more effectively than most mages.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Variations: This spell clears physical stress but varieties could exist for mental or social stress.
Effects:
Treatment: You may clear a stress box on you or an ally by casting a spell with at least as much power as the number of the box in question. A 4 power evocation could clear any of a character’s first 4 stress boxes. You may justify beginning recovery on a consequence with a power of spell at least equal to the consequence’s value.
Cure: You may clear multiple stress boxes at once, and even reduce the severity of consequences by 1 step by summoning enough power. The chart below lists effects.
1 Power: Clears 1st stress box.
3 Power: Clears first 2 stress boxes.
6 Power: Clears first 3 stress boxes.
10 Power: Clears first 4 stress boxes.
12 Power: Clears all stress boxes and all minor consequences.
16 Power: Same as 12 power, plus lowers a moderate consequence to mild.
22 Power: Same as 16 power, plus lowers a severe consequence to moderate.
30 Power: Same as 22 power, plus lowers an extreme consequence to severe.
40 Power: (With GM approval) Revives a character from death assuming character’s body is still in relatively good condition. The character comes back with all consequence slots filled but a clear stress track. Additionally, he must take a [-1] Stunt Back from the Dead Which grants no bonuses. If the revived character lacks the refresh, he may trade in one of his stunts or powers to make up for it. Note: excessive injuries raise the difficulty. Having the head cut off raises it to at least 50. Someone’s who’s burnt to ashes just isn’t coming back even with 1000 power.
Note the Second: Death is a continuum in Dresden Files, not a set point. Even after “death” a few of your cells are still alive for awhile. A revivification spell provides enough juice for them to replicate and reconstruct the body. This shouldn’t be a violation of the 5th law, though wardens may not see it that way.
Final Note: Just because the chart lists power levels for certain amounts of healing doesn’t mean you’re not abusing the rules to get those shifts of power.
HEALING [-2]
Description: You possess the magical ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith.
Note: This power uses one skill and applies to one stress track. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it.
Skills Affected: Pick one.
Effects:
Heal. You may use your chosen skill to heal consequences of your chosen stress track. In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is twice as good as it needs to be, or by three steps if by some miracle your roll is three times better than it needs to be. If an attempt is made to heal a consequence that has already been healed, the second attempt replaces the first. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis.
Widened Healing [-1]. You may use your chosen skill to heal consequences from another stress track of your choice. This option may be chosen multiple times.