Skills:
Athletics 2 with a Physical Limit of 3 ?
Seems like a waste.
Stick those Group points in Acting/Influence IMHO since you have Cha-8 & double as a Face type.
Banishing-5 ? Not useless but at Chargen I'm thinking their are better places for those points.
Like Counterspelling, Assensing, & Perception.
With 10 Magic, 28 Any, & 2 Group Skills & a Charisma of 8. I'd go this route.
Group-Influence-2
Con-6, Fast Talk +2
SpellCasting-6, Manipulation +2
Counterspelling-6
Summoning-6
Assensing-4
Automatics-3, Machine Pistols+2
Perception-4
Spells:
I always shoot for at least 1 spell from every category at Char-Gen.
2 Indirect AE's ? Yikes, IMHO, No.
Combat:: Clout + Fireball
Detection: Choose-1 = (Analyze/Compel Truth, Clair-audience/voyance, Combat Sense, DetEnemiesXR, MindProbe)
Health: Heal + Increased Reflexes + Increased Charisma
Illusion: Choose-1 = (Improved Invisibility, Physical Mask, Fashion)
Manipulation: Choose-3 = (Turn to Goo, Barrier (Any), Influence, Control Thoughts/Mob Mind, Levitate)
I just sort of default to Athletics for small skill groups. I realize physical limit of 3 is really bad, but if I take no ranks in running, I automatically fail running checks (seems slightly contradictory to Shadow
running, although I don't have a ton of edge anyways to boost it). The Influence skill group sounds like a good choice.
I should note that Counterspelling 5 and Banishing 5 are both free from taking Priority A in Magic. Factoring in that, should I just have Assensing be 5 and Binding 5? I do kind of like having the ability to be good at binding Spirit of Man (Men??). The Black Magic tradition has the whole "control other people/beings will" thing as it's motif, and I definitely like that Spirit of Man is the manipulation spirit for the tradition. Is this not really useful at Chargen? I also noticed I forgot to get reagents like an idiot.
For spells, I see the problem with multiple indirect AoEs, so I should just choose one and stick to it. My question is, why do you recommend Fireball over something like Napalm or Ice Storm from Street Grimoire? Those 2 damage types seem vastly superior (Cold damage can destroy armor, Napalm is Fire + Water which is Fire damage + Knockdown Chance/Destroy Electronics).
Detection spells I was contemplating, but I ended up dropping them for more manipulation spells. I'll probably choose Mind Probe since it fits well with my character theme.
About Health spells ... Well, I originally had Increase Reflexes, but I honestly wasn't sure if it's worth keeping something sustained (since sustaining is one complex action per combat turn, which means my one extra action pass is used to sustain). Unless I missed something. Increase Charisma is not worth it, since to cast it to have any effect, the force needs to be higher than the Attribute, so I would need to cast a Force 9 spell, resist drain, and sustain it at the same time.
Illusion Spells - I originally had Invisibility before deleting to make room for manipulation spells. It's probably a good choice.
Manipulation spells were the main theme of this character. I like the combo of Control Thoughts + Mob Mind, since I can influence one person, or incite a riot/do anything to a bunch in a hurry. While this character may be crossing the line a little over into the "evil" category (This is Shadowrun, not DnD, I'm pretty sure I'm allowed to do that), I like the idea of Control Actions to force someone to do something. I also really liked the idea of Walls to restrict enemy movement and the Shape spells so I can basically tear down and reform walls/floors if I need to. I'm not sure if those lines of thought make any sense, but that's what I had in mind. If you could maybe give me some reasoning, like maybe I'm too specialized, then I think I'll drastically change them.
1. Get rid of almost everything on that list IMHO.
Weapon: Remington Suppressor from GH-3, Add Laser Sight, GasVent-3, 20 Gel, Spare Clip, 20 APDS, Concealed Quickdraw Holster.
Commlink: Hermes Ikon
Low Lifestyle, Fake SIN-4, Fake Licenses-4 *2 (Magic & Fire Arms)
Globetrotter Jacket (Fire-4) + NonCon-2 OR Argentum Longcoat for the bonus Social dice & concealment if you have the cash, both from R&G
Glasses w/ Image, Flare, Thermo, & Magnification
BUY A BIKE (Scooter, Growler, or Mirage) Whichever one you have enough cash for. Something so you don't have to take the bus to meets or hitch rides everywhere.
Money was my hardest decision, and I've never played a mage before so I wasn't sure what was optimal. A few questions here. 1) Remington Suppressor, where is that? Is it a Machine Pistol? If so, what is it's damage code + relevant stat block? I'm guessing the point of this is just have one gun in case you can't deal with Drain. I would like to point out that the only 3 books I have access to at the moment are SR5, Run & Gun, and Street Grimoire. 2) No smartlink in glasses (I assume none in gun either)? Is it just not worth the dice for someone who mainly does spellcasting? 3) Can I add in some modifications for the Longcoat if I have the money? I was thinking something along the lines of Nonconductivity 4.
The bike seems like a good idea, but do I need to get a pilot skill for that? Unless normal transport requires 0 skill (which to me seems like someone trying to drive a car without passing any driving tests), it seems like it would be necessary.