There are two ways to cast multiple spells in a single initiative pass.
First, Reckless Spellcasting lets you cast a spell with a Simple Action instead of a Complex Action, at the cost of +3 Drain Value (see "Reckless Spellcasting," p.165, "Step 4," p.281). You could cast two spells with two Simple Actions in a single pass, but they would both have the higher drain cost, and only one of them can be an attack (see "Simple Actions," p.164).
Second, Casting Multiple Spells lets you divide your dice pool between the spells you want to cast (see "Step 1," p.281). The absolute limit to the number of spells you can cast simultaneously is your Magic attribute; the practical limit is lower than that. The text is clear enough: Divide your Spellcasting + Magic dice pool among the spells, then add modifiers after you split the dice pool (e.g. mentor bonuses and spell foci apply separately to the divided dice pools, but so do wound modifiers and sustaining penalties). For example, my Spellcasting 6 + Magic 6 dice pool is 12, and I want to divide it between two spells (split pools = 6 and 6). My mentor spirit is good for +2 to one spell (8 and 6), and a focus adds 3 dice to the other one (8 and 9), but I have a light wound (7 and 8 ) and I'm already sustaining a spell (5 and 6).
In theory, you could combine these two options and Cast Multiple Spells Recklessly, but keep the Forces low or your brain will explode.
The vampire question:
Infected gain two Physical attribute points and two Mental attribute points (Run Faster, p.134). These are specifically subject to the racial minimums and maximums given in the "Infected Metatype Attribute Table" (RF p.135), so they're inherently the same as starting attribute points, not augmentations. Note that the table assumes that the vampire's base metatype was human; and the Vampire description (RF p.140) likewise says that "the quality is generally only taken by human characters, though it can be taken by non-humans at the gamemaster's discretion." If your GM allows you to play an elf vampire, then they ought to adjust the racial min/maxes accordingly (see how the table treats ghouls, for example). So an elf with a Charisma 8 who becomes infected might be able to put one or both mental attribute points into Charisma, but the player would have to negotiate that with the GM. Personally, I'd probably allow one point, but not both.