Well all four of the ideas I mentioned above 'work' in that they fit the rules of the game, but none of them really capture the intent of the spell and it's this intent that I'm really looking to recreate. In the same way, GoldenH's suggestion to treat it as a potion fits the rules, but I'm looking to create a repeatable, low power effect that doesn't use fate points, take up enchanted item slots, spend refresh, or inflict mental stress with each use. If you're looking for an equivalent then think cantrips and orisons from D&D.
Now we already have them for non-combat effects, on page 259 it mentions that light spells and the like just work without being rolled. However generally these are purely utility spells that don't really influence any conflicts. As this does influence combat, there needs to be a rule that governs damage dealt, duration etc.
This isn't useful for most full wizards, what wizard will bother to coat his hands in flame, when he can throw a fireball just as easily and deal far more damage? For focused practitioners however, it might be the only combat trick they have. Here's another idea I've thought of, it may require balancing though.
6) A manoeuvre ritual is cast creating a temporary aspect on the caster only, costing one point of mental stress permanently while it's running and dismissible at any time as a free action. It ends at sunrise and sunset unless a fate point is spent (or perhaps another point of mental stress?). The temporary aspect it creates can be tagged a certain number of times per day equal to conviction, with any further invocations costing a fate point as usual. The aspect can be compelled by opponents and gm's as usual. The effect the aspect creates works like any other aspect, a declaration or +2 on a roll (so for the effect I'm creating this would be the equivalent of a +2 weapon) at the GM's discretion. I'm tempted to say it could be limited to lore, but I think that could be easily abused.
Example 1. A pyromancer ritual to create a 'fiery fists' aspect. He can use this aspect in combat for a +2 weapon bonus on fist attacks, he could use it to burn specific objects as a declaration, he could use it to intimidate people in social situations. It could also be compelled against him during stressful moments (burning or melting objects like phones, vital documents etc)
Example 2. A biomancer ritual to create a 'strong muscles' aspect. This aspect could be used to give up to a +2 weapon bonus on attacks, on athletic checks, on diving for cover etc. It could be compelled against him (doesn't know his own strength, muscle damage etc).
Example 3. A psychomancer/empath ritual to create a 'sensitive to emotion' aspect. This could be tagged to give +2 in social situations, make declarations about an NPC's mood, +2 for sensing lies or even ambushes in the right situation. Plus it could be compelled by a GM to cause psychic shock, to weaken them against WCV attacks etc.
Issues.
Open to abuse, though all aspect use is at a GM's discretion and most rules can be abused.
Further balancing required? How long is the ritual? (My gut says 40 - lore x5 minutes. Complicated?) Should it be 2 mental stress? Or a minor mental consequence like 'split concentration'?
Well thanks for your replies so far, let me know what you think. I can't help but feel it bridges a gap left in the rules.