I welcome being targeted first.
Fair enough. But you're solidly in the "might avoid the hit, but can't take it well" camp.
I am not sure why a doc-wagon medic would need astral perception? Am i missing something there? i knowits useful, but there will be a pure mage in group anyway.
Checking the patient's aura would be a big thing. Scoping for astral threats and mana barriers is another. And being able to target lurking spirits, of course, but the first 2 seem pretty relevant for a first responder.
Wasn't sure where to put the 2 skill group points i get. Influence group seemed realistic, not trying to face, but etiquette and negotiations seemed like things you would not want to critical fail on one roll of 1.
Etiquette I can see and Con is good for everyone, dunno why you'd ever roll Negotiation tbh. Buying it as part of the group makes sense though.
Unless i am missing something you do not have to sustain Heal spell, so not sure how reagents play in. Its duration is listed as Permanent, just takes so many rounds to take effect.
Core p. 283: "Permanent (P) spells don’t fade or dissipate; their effect becomes a lasting, non-magical characteristic after you sustain the spell for (Force) Combat Turns."
So the "F1 but use reagents to set the Limit" is useful, since you don't have to sacrifice hits to make the spell permanent quicker (which is a specific thing that Heal allows) and Force plays no role in how many boxes are healed except to cap it as a Limit (unlike with indirect combat spells, where it sets the DV and -AP).
I don't like relying on reagents for anything. I should have 15 drain dice, so i can just do it myself. With 3 rounds per turn, i have manabolt as my equivelent to a gun. If i dont want to take drain, just cast it at f5, the odds of taking drain is astranomical at that point.
Sure, I'm thinking the times you need to throw a Force 12 spell but don't want to risk a Limit above your Magic making Drain into Physical. And the trick above for Heal is REALLY useful. You gain nothing casting Heal at Force 6 vs Force 1 except a higher Limit (which reagents can set instead); Force 6 is in a lot of ways less useful than messing with reagents (higher Drain, takes longer to be Permanent).
I will look into levitate more, but was trying to keep defensive spells to go with what a first responder might need.
That's fair, I still don't think Punch is a good spell at all, is the thing. And you have no way to do Stun damage as a spell, hence why I suggested Stunball > Manabolt. If you choose not to go the AoE indirect route then I guess Manabolt/ball are okay things to toss at high-Body enemies, but Stunball is just as good there.