QUOTE (Falconer @ Jun 26 2013, 09:17 PM)

Rubic... no it has nothing whatsoever to do with the RAW rules text. Your conjecture about direct spells being different is dead wrong and flies in the face of ALL EDITIONS of the rules fluff and crunch. *ALL* spells originate at the caster and travel to the target... there is no metaplanar shortcut... the only change is that spells used to travel on the astral and you could counterspell them by directly attacking them on the astral before they reached their target. If they encounter a mana barrier along the way it will impede them and add resistance dice. (whether that's true still in 5th remains to be seen), but if your conjecture was correct mana barriers would have no effect on direct spells only indirect ones; which is easily disproved by the rules. Just because you can't see the stunbolt with your naked eye like you can the fireball does not mean a mage can't see it on the astral.
Sr4 Page 179... noticing magic... "More powerful magic is easier to spot with the gathered mana normally appearing as a disturbance or glowing aura in the air around the caster." Mana is gathered at the caster.
P176... "To cast a spell, a magician channels mana through herself and transmits it..." once again it's gathered and shaped at the caster and then sent at the target.
There are more references in other books... but I'm feeling lazy and will just rely on the BBB.
The Rules as Written state that only sustained, anchored, or quickened spells have their force reduced. Indirect combat spells are instantaneous spells and are not sustained. They are not subject to BGC's if fired from outside the BGC. It really is that simple.
Rubic:
Once again your conjecture is that the BGC is persistent is again false. The rules never state this. You're conflating the rules for a spell mana static which creates a temporary disturbance in the force which degrades at 1 point per hour to ambient levels. The rules only state that the field is temporary and it overrides any normal field with a limited area and that it always extends a certain distance from the character (meaning spells subject to it... have their force reduced by the BGC before they reach the target in the case of hazing plus arcane arrester... so you don't half the force then -4... it's -4 then halve whatever is left). If the target stays stationary and within it it grows larger. It does not say it's persistant in any way shape or form like the mana static spell does.
That said... the search power could be used to locate this. Meaning it's fairly trivial for anyone who knows about it to hunt it down using a searching spirit. The character works against the normal defense to these things 'wards' by weakening the ward protecting him if he doesn't bring it down outright.
I'm willing to concede the first point. I already did, on the grounds that it was most likely a house-rule at my table, not at large or RAW.
However, I also need to admit I was wrong about trail left by Astral Hazing...
"Domains have a background count rating ranging from +1
to +6, and affect magic as described under Background Count and
Magic, p. 118. Domains, unlike voids and mana ebbs, can be influenced
by metamagic techniques such as Cleansing (p. 55) and
Geomancy (p. 56). Domains also remain permanent at least until
the source of domain is removed (such as the toxic waste producing
a toxic domain). Even then, many domains persist until formally
cleansed, while others take decades to become neutral."
- Street Magic, p. 121, referenced by Runner's Companion entry for Astral Hazing, RC p. 116
RAW, it's worse. Decades before that background count goes away naturally, or until a mage formally Cleanses/Geomancies it away. No heavily magical being I'm aware of would suffer that to exist, except perhaps the toxics/bugs/horrors that would revel in a background count comprised of the source's darker emotions. Decades before that trail runs cold, if at all.
Edit: according to Astral Hazing's entry, this domain extends Essence meters from the character's body. 6 meter radius max, so a roughly 13 by 14 meter tunnel (considering the individual's height and breadth, bigger if a Troll of course, smaller if a Dwarf) of metahuman-shaped, aspected domain in the astral leading along the path of the hazed individual, with 10 years minimum before it runs cold. Every non-toxic mage, mystic, adept, free spirit, bound spirit, shaman, devil rat, and magically invested company (What do you mean the wards just went down!?) would have his head on a platter for walking too close to them/their turf.