Their are two examples for you, though i would point out there is a non inconsequential chance of dieing each time either is used. When a "negative compel" is mentioned thats just my phrasing for taking a point of sponsor debt and suggesting to the st how it should be used. As some others have said there is in fact evidence in the book for adding to a skill instead of replacing it, their are no rules for how exactly you'd do that, Many moons ago however one of the moderators suggested that it was one shift per bonus, however iago then went on record to say that he didn't like that method and suggested that if your going to be temporarily buffing people you should probably just do a ritual to set up taggable aspects in lieu of fate point [or just use fate points] and use the temporary access rules. [yes i am paraphrasing i can find the relevant threads if you'd like.]
Strength of the Deep Earth
Type: Thaumaturgy, Biomancy/Summer Magic
Complexity: [15] Strength 12 Block or 6 armor against any harm that would not be sufficient to shatter a mountain or otherwise destroy a equally large concentration of stone.
Duration: until the next sunrise [base duration is day. I am using the two extra shifts available to this version to push the duration to a few days.]
Effect: Block or Armor 12/6, Duration [0.], Persistence [3],
Variations: A slightly more martial variation works, wherein you focus more upon the parts of your body that are designed to inflict damage upon another, casting that version may be a violation of the first law, as it requires a clear intent to use magic in the process of murder. [this version is the same except that when fighting the object of your intent you substitute the strength of the ritual for your first 4 against that person. ]
Accomplished via: base lore of 5. Hour spent in ritual meditation/purification [Discipline]+2, Ritual bloodletting to consecrate the area to my purposes [restriction] +2, Circle carved into the ground by magic. [Lore assessment, as separate complexity 5 ritual] +2, Draw power from the deep earth [Lore assessment] +2, Only works if some part of you is touching the ground +2. [restriction], minor consequence taken [patterns carved into skin +2]
Dawnrunning - Invocation of the horned god.
In the twilight hour between night and day the ritualist must hunt, and kill a prey animal [usually a dear] using nothing more technologically advanced then a spear. The ritualist must cleanse themselves of the taint of the modern world before the ritual begins.
Type: Thaumaturgy, Biomancy
Complexity: Duration [0 base for thaumaturgy is a day [2 shifts being used to extend the ritual to a few days in this case. Resulting in the negative aspect Noticed by the Fae], and strength [21]. complexity ritual
Duration: until the next sunrise, effectively 23 hours. Accepting a negative aspect would push the duration to a few days, but likely mess with your mind [via said aspect].
Effect: Enhance senses, instinctual response's, and physical acuity granting the ability to Tag any combination of three aspects Strength of the Earth, Speed of the Deer, Enhanced Senses, and Feline reflexes up to 7 times. Or with Story teller permission you can use these aspects in the place of fate points to pay the cost for temporary power-boosts following all applicable rules as outlined in “your world”.
Variations: A summer magic, and wyld court sponsored magic version of this ritual very likely exist. Most versions of this ritual very likely inflict consequences upon the caster along the lines of Feral Urges, and Noticed by the Fae.
Notes: This spell will very likely attracts the attention of the Erlkenieg, and possibly the summer queens as well.
Accomplished via: base lore of 5. Ritual cleansing of self to remove the taint of the modern world [conviction assessment +2], Going into the night, [seclusion for a night in the “wilderness” [Survival assessment] +2, Don't sleep [endurance]], +2, Take nothing with you beyond...[+2 restriction], Ritual dear hunt to invoke aspect of the horned god [Survival assessment +2], Prayer for the dears soul, thanking it for its sacrifice [lore assessment +2], 1 minor physical consequences taken Exhausted [+2], Accept the negative aspects Feral Urges, and Noticed by the Fae. [+4] [23 total]
In my games if a player wants a bonus to a skill instead of a "block", i allow them to do so at the cost of three shifts per bonus and the bonus must be to a narrowly defined roll such as verse mind control as compared to a block verse all mental attacks. It hasn't been play-tested much so i don't know if ill eventually bring that number up or down. Just thought you might like some input from the other side of the arena.
[Edited slightly for spelling and grammar, i have a condition that causes my hands to hurt a great deal so you'll just have to muddle through with the best i could do.]