They spend three turns deploying a Mudra Yantra (+6), a Mantra Yantra (+2), and an Order/Path Tool Yantra (+1), then take a -10 penalty to raise Potency to 8, a -4 penalty for a week-long duration, and a -2 penalty to change the area to "a small room." Their final dice pool is 2.
Thus, over the course of the hour-long ritual casting, they have a roughly 50/50 chance of succeeding at the spell. Good odds. The mage in question is absolutely sure to gather as much of their friends, allies, retainers, and so on into the small room.
Once the spell inevitably succeeds, the mage has granted all recipients of the spell a +4 increase to two Mental or Social Attributes, not to exceed their natural Attribute maximum. This can turn a character from a Wits 1, Resolve 1, ADD-addled mess into a Wits 5, Resolve 5 paragon of mental acuity! This lasts for an entire week, and the spell has a total of Withstand 5 to resist dispelling.
A day later, the mage can try again with another casting of Augment Mind with the same parameters, affecting another two Mental or Social Attributes. This works out just fine under the spell stacking rules, because those rules concern multiple spells affecting the same aspect of a character (in the example given, trying to stack Strength increases). As long as the two instances of Augment Mind affect four different Attributes, it should work fine.
It is possible for a mage to start off with Intelligence 5, Wits 1, Resolve 1, Presence 1, Manipulation 1, Composure 5 and then max that out into Intelligence 5, Wits 5, Resolve 5, Presence 5, Manipulation 5, Composure 5. Best of all, the mage gets to bring friends who benefit from the same buff!
Remember that this is consuming two out of three of a Gnosis 3 mage's spell control slots.
It is also possible for a 0 XP mage to Mind 3's Gain Skill as a Rote to perform Elder Scrolls-style loops of becoming progressively better at a Skill they have a Rote for, though this can be quite Mana-intensive.