Anyways, even a high-Magic mage can't astrally scout and carpet-bomb from the astral onto targets on the physical, who would have little way to defend themselves or respond or even flee effectively. Here's what to do for high impact and low risk: A Mage can summon a Spirit, buff it, send it to the scouted location, and have it materialize and attack. Is this as nasty a tactic as I imagine? An F5 spirit already has Immunity to any weapon of DV 10 or less. If the mage casts Combat Sense on it, then it'll have +5 dice to avoid attacks, so it'll be hard to get net hits for extra DV, and if the mage also casts Armor, it might survive a DV 11+ attack anyways. F5 Earth Spirit buffed thusly is REA 7, with F5 Combat Sense rolling 12 dice to avoid attacks, and BOD 9, with F5 Armor rolling 14 dice to soak damage. Meanwhile, if it grabs for Subdual Combat, once it hits, target will have arms pinned unless they can beat a STR+Unarmed Combat test vs the spirit's DP of 14, and target takes 9S automatically every following IP. The spirit only has 8 dice to hit, but as no one can hurt it, it can just keep trying, and once it hits, the fight's over for anyone but a super-strong martial artist, or someone who can fight without moving their arms, or someone who can soak 9S indefinitely.
Meanwhile, the mage is sustaining two spells and at -4 to all actions, but if she has a decent hiding spot (and maybe Invisibility), she can be reading a book or playing solitaire while the spirit does all the fighting. If the spirit fails, then she just summons another one. If she's merciful to her spirits, she summons one and it fights until it takes a few boxes of damage, then she dismisses it and has another spirit take a turn.
Alternatively, what if a mage buffs their three teammates and a spirit with those spells, and afterwards is sustaining four of each spell... she's at -8 to all actions, so she hides until the fight's over. (The player runs the spirit in combat, so they are declaring actions and rolling dice just like any other player.) Granted, she may have a hard time getting full hits on those last few castings. At MAG 5 and Spellcasting 5, she starts with 10 dice and end with 2. Unless she also has Specialization and/or Focus and/or a relevant Mentor bonus and/or taps a bound spirit for spellcasting assistance, in which case it just takes a few more tries at 3 seconds each; maybe the last few buffs are cast at F3.
These tactics do require lots of Drain resistance, but they can be done without overcasting, and other threads have included some Drain-resistant builds, eg hermetic dwarf with 6 WIL and 5(

One other tactic: if mage knows the Heal spell, summon a Spirit of Man with the Heal spell, and request "continual use of a power". Fortunately for balance, making a Heal's effect permanent takes two Turns per box of damage, so once someone on the mage's team takes a hit, the spirit spends the rest of the fight sustaining its Heal; it's still nice to know that your first wound will be instahealed, up to 3 boxes or so with an F5 spirit (DP 10 for spellcasting).