Thanks Tecumseh! I spent the last week reading through books Core, SG, and RG, as well as scouring the forums for advice/tips on building mages. I guess I've built a character in Shadowrun: Returns before, so there's that.
I initially thought I was going to take Meta at D and Resources at E, so I could have Edge 5, but once I realized how great the sustaining Focus is with Detection spells, I decided to go that route. I had not planned to take the Focused Concentration in the beginning, but I had 13 points of Karma that I didn't really know what to do with at the end. I figured it would pair well with Increase Reflexes.
Another important note for this character is I would really like to get an Ally Spirit as he progresses. Because of that, I know I am going to need Arcana in the future so I can Initiate. But, other than that, the skill seemed useless to me. Is it better to put more points in it now since I know it will be required down the line? I've read the karma costs for progressing your character, but I don't I grasp it enough to determine what is the best route to get to my final destination.
On the topic of my pistol skill, I thought I would be shooting my revolvers often enough. I only have two combat spells and both are area. Ball Lightning for when the wrath of the Thunderbird must be inflicted upon all and Stunball for when we want a silent, non-lethal enemy party wipe (or I need a mana attack). I figured most of my combat would be materializing a Spirit or two, hanging back with a detect enemies or spatial sense spell up to provide intel, and taking pot shots with the revolvers. Maybe even slapping the Tank on his butt to give him a Force 6 Increase Reflexes.
Thanks for pointing out the lack of Intimidation; I had points in it at one point but forgot about it later on in char gen. Stealth is a good idea too. I think I can make it work.
What should I upgrade my armor and items to? I didn't see anyway to upgrade my earbuds or commlink, and my glasses only need to be rating 1 for the flare compensation. I don't know what else I would put on the glasses since most vision enchantments don't work with magic.
Here is the character after making some changes from your suggestions:
BREAKDOWN (Priority)
A: Mage (Magic: 6, 2 rating: 5 magical skills, 10 spells)
B: Attributes (20)
C: Skills 28/2
D: Resources (50,000 Nuyen)
E: Human (1)
Starting Karma (25)
Positive Qualities - 25
Negative Qualities - <25>
Spell Detect Life, Extended - 5
Spell Spatial Sense, Extended - 5
Arcana at 2 1 - 2
Intimidation at 1 - 2
Bound Spell Focus: Rating 4 - 8
1 3 Karma left over
=Attributes=
Body: 2 3
Agility: 3
Reaction: 3
Strength: 2 1
Charisma: 6
Intuition: 4 5
Logic: 3 2
Willpower: 5
Edge: 3
Magic: 6
Essence: 6.00
Initiative: 7 + 1d6
=Positive Qualities=
Mentor Spirit - Thunderbird
(+2 Intimidation Test, +2 Summoning Air Spirits)
Focused Concentration 3
Spirit Whisperer
(Spirits +1 die to resist summoning tests, +1 Force to spirits summoned)
=Negative Qualities=
Faraday Himself (+2 Noise around me)
Gremlins 2 both Gremlins and Faraday are to represent how electronics don't work well around him due to his lightning affinity
Prejudiced (Specific, Biased) [Wage Mage Slave ]
Reduced Sense (Smell) I took this to say my sense of smell is disrupted by the smell of Ozone, more Thunderbird theme
SINner (National) [Pueblo]
=Active Skills=
Influence Group: 2
Arcana: 2 1 Karma
Assensing: 4 3
Binding: 6
Counterspelling: 6
Intimidation: 1 Karma
Perception: 6
Pistols/Revolvers: 2 1/+2
Sneaking/Urban: 1/+2
Spellcasting: 6
Summoning/Air Spirits: 6/+2
=Knowledge Skills=
Languages>
English: N
Other>
Area Knowledge LA: 3
Magical Threats: 3
NAN: 2
Spirits: 6
=Contacts=
Talismonger (Connection: 5 4/Loyalty:4 3)
Paramedic Shaman (Connection: 3 2/Loyalty: 6 5)
Freedom Fighter (Connection: 3/Loyalty: 1)
=Spells=
Ball Lightning
Stunball
Analyze Truth
Combat Sense
Detect Enemies, Extended
Detect Life, Extended Karma
Spatial Sense, Extended Karma
Heal
Increase Reflexes
Improved Invisibility
Trid Phantasm
Levitate
=Bound Foci=
Spell (Sustaining) [Detection]: Rating 4, cost 16,000 Nuyen
=Lifestyle=
Low w/ DocWagon Contract, Basic (1 Month prepaid) - 2417 Nuyen
=Equipment=
ID:
Fake SIN: Rating 4 - 10,000 Nuyen
Fake Mage License: Rating 3 4 - 600 800 Nuyen
Fake Pistol License: Rating 3 4 - 600 800 Nuyen
Fake Weapon License: Rating 3 4 - 600 800 Nuyen
>Subtotal: 11,800 12,400 Nuyen
Weapons:
Colt New Model Revolver (Concealable Quick Draw Holster, 10 Ammo: Reg (Holdouts)) - 475 Nuyen
Taurus Omni-6 (Quick Draw Holster, 50 Ammo: Reg (Light Pistols), Speed Loader) - 600 Nuyen
Ruger Super Warhawk (Holster, 50 Ammo: Reg (Heavy Pistols), Speed Loader) - 675 Nuyen
Combat Knife - 300 Nuyen
>Subtotal: 2050 Nuyen
Armor/Clothing:
Armor Jacket: (Nonconductivity: Rating 3, Concealed Pocket) - 1750 Nuyen
Commlink/Software:
Erika Elite Commlink - 2500 Nuyen
Magical Supplies:
Magical Lodge Materials (Force: 6) - 3000 Nuyen
500 150 drams of reagents - 10,000 3,000 Nuyen
>Subtotal 13,000 6,000 Nuyen
Other:
Micro-Transceiver - 100 Nuyen
Glasses: Rating 1, Flare Compensation (1) - 350 Nuyen
>Subtotal 450 Nuyen
TOTAL Nuyen spent: 43,567
Start with 3D6 X 60 + 37 6433 Nuyen
====================================
Highlights: Change the attributes slightly, moved some skills around with karma and specialties, dropped a bunch of reagents and upped the fake license ratings.
Now I have 6400 Nuyen to play with.
Again, attached my Chummer file for the character.