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« on: February 15, 2014, 08:06:17 PM »
Enchanted Items can't actually give you '+X to action Y' effects (again, despite what the printed examples might suggest). What they can do is replace the roll entirely with the strength of the enchantment.
(ex. you could have a strength:10 potion which allows you to take an Athletics sprint action as if you had rolls a total of 10, and fluff that potion as temporarily transforming the imbiber into the wind itself; good for getting to relative safety when ambushed by a nasty toad-demon)
Temporarily boosting your powers is also permitted within the rules by way of the Temporary Powers mechanics.
An invoke-for-effect of an appropriate aspect might be able to temporarily suppress the ability of another aspect to be invoked or compelled. That's the most direct RAW mechanism by which I could see a spell completely suppressing a Consequence for whatever duration. I'd talk it over with the group, though, because while it's not quite as powerful as actually healing the consequence (the slot is still occupied, and the spell will probably wear off before the consequence heals on its own unless there's a Recovery power involved) it is still quite powerful, and a savvy player could easily get quite a lot of 'bang for their buck' if it's allowed to apply to larger Consequences with no additional cost.
On the less reaching side of things, simply having a spell that applies an aspect (or, for a ritual or enchanted item, possibly more than one aspect) related to exceptional health, vitality, life force, etc, and then using the resulting tag(s) and subsequent conventional invokes to counteract any invokes (basically just going point-for-point) and argue (/negotiate) the narrative (in)appropriateness of Compels related to a Consequence.