Chapter 1(Sorry, I'm late.)
My biggest beef with this section is that I really wish the "Magic and the Law" section was much longer, and much crunchier. After all, much of what a shadowrunning magician will do is risk interacting with the law; it could have been a pretty big focus of this book. I'd also like to know more about the various "registration" schemes that magicians face in the world.
Chapter 2I notice that under the heading "Creating an awakened character" they state that to be awakened, you must be an adept, magician, or mystic adept. Does that mean that those with Spirit/Spell Knack, etc, don't count as that 1% awakening? This seems at odds with, e.g. Latent Awakening.
I'm with Ryu on Arcana. I don't see anything at all that makes this an active skill. It seems only useful for creating formula, which to me seems no different than using the knowledge skill "civil engineering" to make a blueprint for a bridge. This is one of my biggest problems with this section.
I'm very glad the designers decided to go with Enchanting (magical B/R

) as a single skill, rather than a group. It might downplay the skill a bit to make it a single skill, but as a skill group no shadowrunner is really going to have much access to it. Mages are already stretched enough on Karma as it is. Besides, unlike all other B/R skills, Enchanting takes karma to actually use, in many cases. Much of the extra cost of a skill group will already be paid, as each focus is a unique creation experience requiring its own karma expenditures. Basically, I'm glad the designers left it the way it is, rather than the way it appears under "Tweaking the Rules" -- for all the reasons they list there.
Astral sight I hadn't read through as closely before now. It might make for a very limited NPC who uses weapon foci to defend himself from spirits by astrally perceiving. But all in all, this suffers from the same problem that the "knack" abilities do -- as a player character, the choice to give up all cyberware
and all magic just isn't a real choice, unless you're in a very, very low-powered campaign.
Latent awakening I think is a very cool quality. I do love the concept of a character finding out he has magical talent as the game goes along; it's a great storyline hook. I worry a little about the fairness -- a latent awakening character can get quite a few magic points for "free" that other magical characters with cyberware would have to pay for. I think this is mostly balanced by the fact that the latent awakener would have no magical skills worth speaking of for some time. All in all, I think it's a good quality, though it might require a lot of extra time with the GM discussing what both the player and GM are looking for to avoid hurt feelings.
The spell and spirit knack power are more like fluff than crunch, as they have so little use to player characters. As I said above, giving up cyberware and magic both is not a good road to go down for most characters. As fluff, though, it does make for the occasionally interesting NPC ability. However, even there it is not that useful -- most interesting NPCs won't be essence 6 mundanes! These qualities can go good with latent awakening, though -- assuming both the GM and player are in agreement about it.
Spirit Pact -- or, how to have your character live forever!
Aspected Magician -- I loved aspected magicians in 2nd edition (never played much 3rd edition) I would
never take these qualities in 4th edition. There is just no way they are worth the points. I guess the only advantage is that they are equally cheap to buy off with karma later, though I can't say that makes a lot of sense. Do all the aspects that give a -4 to Sorcery dice pool also affect counterspelling? That would be even worse.
Cursed -- love this. I'm glad there is a magical variant of "gremlins" in the game. It's a great way to inject some humor into magic, which is always good at the gaming table. At all but the first level, it has a significant impact on even more powerful magicians. At higher levels, though, it can be very disruptive -- nearly every use of magic will draw it out, no matter how powerful the mage. In fact, due to dice mechanics, a more powerful mage will glitch more often with this flaw! At lower levels, though, it's a great addition to the game.
Focus Addition -- This is
almost a great flaw. I like the story aspect, I like that magicians can get 'addicted' to their power, in a way. The -2 to drain per level, though, may be a bit too much. Without that, the flaw is probably too easy for the points, but with it it might be too much. It might have been better if it was more limited -- for instance, -2 to drain tests where a focus isn't used. As is, it very quickly eats in to the extra dice you get from a focus, so you come out better off to have avoided focii altogether. I feel flaws should be a tradeoff, not a complete negation.
Geas -- I'm glad these are back in the game. I think these are well done flaws, in that they add drawbacks for a magician, but at the same time add a good amount of story and character. There are some balance issues between types of Geas, though -- for instance, performing only magic your mentor spirit gives a bonus to is surely much more harsh than praying towards mecca once a day. The latter requires only that you are conscious (you won't be casting spells if you aren't) and know which direction mecca is! Heck, you don't even need that, just pray in every direction.
I'm also very glad to see symbolic and sympathetic links brought back. It really helps with making ritual sorcery as useful and powerful as it should be. Though, I wonder if "recently handled" objects make it
too powerful -- but the idea of a cabal of magicians setting up shop in the freezer room of a Stuffer Shack in order to take advantage of those rules is funny enough I let it slide. Besides, it requires metamatic to use, which itself balances things nicely. I do wish it was a little more clear for those of us who are a bit slow -- the first time I read the symbolic link section I missed the very first sentence, the one that begins with "Initiates with the Sympathetic Linking metamagic..."
I have one writing pet peeve under "acquiring geas during play." The character is
not "literally under the gun" when summoning a powerful free spirit -- his is
figuratively under the gun, which is the exact opposite. Using "literally" with a figure of speech grates on me.
I do like "acquiring a geas during play" but I'm not sure how I feel about "way of the burnout." I know these are "optional" rules, but way of the burnout worries me. It really affects how characters view Geas. Without burnout, they are a hinderance -- taking a character out of his element or comfort zone and it decreases his abilities. With burnout, they are a ticking time bomb; a one-way road to mundane neighborhood. As each one is a ten-point flaw, maybe that's appropriate. I'm still undecided. I guess that's why I'm glad it's an optional rule.

I'm a little sad that Adepts and Geas got put in the Tweaking the Rules section -- I rather liked that rule in previous editions. It was, though, a little too easy to abuse. ("The adept must be in combat to not break this geas. Woohoo, killing hands for 75% cost!")
I also liked the Spirit Edge idea under Tweaking the Rules. This helps even out low power and high power spirits a bit. Then again, I guess high power spirits are
supposed to be frightening.
I think the "More common Knacks" idea is fundamentally flawed. The cost of the knack is minuscule compared to the cost of raising magic and the skills to use it. Using the "More common Kacks" rules would result in characters that spent just a few points less than a full mage to get a single ability. Few characters would stop there, rather than just spending those last few points.
For Ritual Magic, I would also have liked the suggested possibility of all magicians knowing the spell and having the same drain attribute.
Sorry my review is so long, but this section was very crunchy, and I tend to look at rules closer than I do fluff. I do
like fluff, I just don't scrutinize it as closely.