Quest...hero risks his life three times so I'd count that as 1.5 times the value of his life in a sacrifice, perhaps.
That's kind of a tough one to rate--but my law school training has kicked in here, so I think I can rate it, sort of.
Part of the problem here is that there's no bonus for including yourself as a spell component; it's sort of assumed that since you have to say something and/or do something and/or use something, you are involved. Therefore, saying that you are a necessary component doesn't get you anything. But then, saying that you are destroyed in the casting doubles that--but double nothing is still nothing, and that's not terribly reasonable. It's got to be different.
We can consider that it is not impossible to include a type of person as a spell component. The typical one is a virgin, and these are frequently sacrificed to double their value. The book doesn't give a value to "virgin" as a material component (for what it's worth, it in essence says that material components are valued from 1 to 10 with 1 being extremely common in the multiverse and 10 being nearly unique; all examples have come since those rules were published). However, humans and sentients are generally rated fairly high, 7 or 8, by most referees.
So by that reasoning, including yourself as a material component doesn't get you a bonus, but sacrificing yourself should get you +8. We could argue whether a verser's life is worth the same as a mortals, since the verser continues to live in the next universe; but Lauren Hastings has a spell in which she sacrifices herself to take her opponent with her, so it's been done and it isn't entirely inappropriate to say that your own death is a sacrifice.
But in this case the individual is not sacrificing his own life; he is risking the sacrifice of his own life. If he actually does sacrifice his life, he fails, and the spell is never completed. So it makes some sense to say that he should get a bonus for risking his own life, not equal to sacrificing it but fairly high.
However, the notion of "risking his life" is rather a flexible concept. What does he have to do? Cross the highway at rush hour? Ride Amtrack? Walk down a New York dark alley at two in the morning? Decide where the Iocaine is and drink? How much of a risk is this?
That's where the legal training comes in. We have a discounted value of risk. We've decided that the sacrifice itself would if required by worth +8. Now we consider the probability of death. If there's a 75% chance that the person would die in the attempt, that's worth 75% of +8, which is +6.
That's a subjective judgment, perhaps; but I don't think that if one of the three risks has only a 25% chance of survival it would be included in the spell. Arguably it might if we say that the average ordinary guy has a 25% chance of survival but the spellcaster here is someone extraordinary and thinks his chance better. After all, the chance of survival is based on the notion that if a hundred random people representing all levels of ability equally were to attempt this, seventy-five of them would die and twenty-five would succeed. The spell caster is betting that he's in the twenty-five percent already, and the concept of the quest is intended to discourage those who don't have that confidence in themselves.
On the other hand (I can find lots of hands), there seems to be some problem with the concept that every time you risk your life in casting the one spell you get a percent of +8 equal to the chance you would have died. If I can argue that running across the highway has a 12.5% chance to get the average person killed, and I make running across the highway a component of the skill, I should get 12.5% of +8 or +1 for doing that; and if I happen to be the one guy who can run at flight speeds and I cast this spell late at night when traffic is thin, I can then cross the street a hundred times for +100, and that seems an extreme bonus for something that didn't cost me much more than time and a successful skill check on my running. So that potential for abuse has to be addressed.
The answer to that is that in casting the spell I did not risk my life one hundred times, nor three times. I risked my life once. The bonus is not based on the probability of surviving each of them individually, but on surviving all three in the time allotted. It will never be 100%, because that would mean it was impossible to survive; but it could be 99.9%, and that would get you the maximum bonus of +8. The question is how to calculate it; and the answer is already in the book, under dice probabilities in the appendices, although that answer is there applied to a different question.
Here the question is, what is the chance that I would fail to survive three tests, three risks to my life? The first step is to determine the chance of surviving each of them. Let's make them Climb the mountain, Take the sword from the dragon, Cross the river, in that order.
The mountain is treacherous. An average mountain climber has a 1@5 SAL and 1@5 BRA and probably a 5@ bias, which gives him a 40% chance to succeed at ordinary mountain climbing, but this mountain has a -30 penalty sit-mod for the difficulty (if you're going to roll it as a single roll; the actual climbing would be done in stages, the penalties varied, but this is the easiest way to get the estimates we need). So the climber has a 90% chance to fail to climb the mountain; but that only means he doesn't succeed in climbing the mountain--it doesn't mean he's going to die. He's got a 9% chance to botch. Let's suppose that 3% of those botches would be fatal (high, but it's covering some aspects of this that I'm glossing). So the risk of death in climbing the mountain is 3%. It happens to be less than that for our expert climber, but we're trying to create a spell that is based on the average value; our expert climber might argue that his life was worth more than +8 because he is unique, but we've already disallowed that claim.
So that means that by the time he's finished climbing the mountain, that's a 3% risk of his life. Now he has to steal something from the dragon. Dragons are dangerous. I once saw a well-equipped group of fighters die at the attack of a dragon before they'd realized they were in danger, and they saw it first. On the other hand, heroes do succeed at this, dragons sometimes sleep, tricks are used such as invisibility, and a well-planned theft can work. So we'll guess that there's a 80% chance of dying trying to steal something from a dragon, and that means a 20% chance to survive.
Our previous chance to survive was 97%. Our chance to survive the second risk is only 20%, but the chance of surviving both is 20% of 97%, which is 19.4%. That means that our risk is now 80.6%.
We repeat the process for crossing the river. It's a dangerous river; small boats have been swept away, swimmers drown nearly every time, no bridge has been maintained, and the options are particularly limited. On the other hand, a boat has a good chance of making it, and particularly if ropes are used. The water level isn't always high, and sometimes the treacherous rocks are dry on top and people can leap from one to another. So the risk of death here is about 50%, and the chance to succeed also 50%. Again we plug that in, 50% of 20% of 97%, or 50% of 19.4%, a chance to survive of 9.7%, a chance to die of 90.3%. 90.3% of 8 is a bit better than 7, but it's not 7.5, so we'll say that the risk here is +7.
So that's what I think the quest I designed is worth, in terms of risking your own life. I can see a quest a little tougher than this one being worth +8; I can't see risking your own life, no matter how many times you do it, being worth more than +8, because you can't have higher than a 100% chance of being killed, and in fact unless any one risk is 100% certain death for everyone you can't mathematically reach 100% by that formula, so the total risk to your life can never actually be 100% or higher.
The quest could have other benefits, of course. The object you have to take could be a material component of the spell which is itself unique and which returns magically to the dragon's lair at midnight on the night of the full moon, a +10 object you cannot destroy and have to claim any time you want to cast this spell. It might be a requirement that you swim the river, a skill check with a penalty which gives +10 because the skill check must be successful for the spell to work. But you've got to be specific to get those kinds of bonuses, and if you just say "character must complete a quest in which he risks his life three times" you can't even really calculate much. Almost anything you do--driving a car, stepping inside a bank, getting out of bed--can be claimed to be risking your life. The question is how big a risk it is, because if it doesn't approach certain death it's not worth as much as sacrificing your life.
--M. J. Young