You're going to have to use Priority, because you're not going to be able to make this character with Point Buy if you want Charisma 9.
Attributes: A
Magic B, Race: C, will give you (Edge 2, Magic 6, 7 Spells, 2 Level 4 Magic Skills)
Skills D: 22 Skills
Resources E: 6K
(Priority A & 15 Karma)
Body: 3
Agility: 4
Reaction: 3
Strength: 3
Charisma: 9
Intuition: 5
Logic: 4
Willpower: 5
Edge: 2
Magic: 6
A few questions.. How good is your Character at Magic in the Beginning of your Story.. Casting Spells?, Summoning?, Counterspellling?
MAGICAL SKILLS
Magic skills are reserved for those who practice magic.
In order to acquire magic-specific skills, characters
must be an Aspected Magician, Magician, or Mystic
Adept. In order to use these skills, their Magic rating
must be 1 or higher. Please visit Magic, p. 276, for all
your Magical skill-using needs.
ALCHEMY (MAGIC)
Alchemy is used to create substances that store spells.
Alchemy is most commonly used to brew potions, distill
magical reagents, and even create orichalcum.
Default: No
Skill Group: Enchanting
Specializations: By trigger (Command, Contact,
Time), by spell type (Combat Spells, Detection Spells, etc.)
ARCANA (LOGIC)
Arcana governs the creation of magical formulae used
to create spells, foci, and all other manner of magical
manipulations. Arcana is required to understand formulae
that may be purchased over the counter or discovered
by other means.
Default: No
Skill Group: None
Specializations: Spell Design, Focus Design, Spirit
Formula
ARTIFICING (MAGIC)
Artificing is the process of crafting magical foci. The
skill may also be used forensically, in order to assense
qualities about an existing focus’ creation and purpose.
See Artificing p. 306.
Default: No
Skill Group: Enchanting
Specializations: Focus Analysis, Crafting (by focus type)
ASSENSING (INTUITION)
Assensing is a magic user’s ability to read and interpret
fluctuations in the astral world. This skill allows practitioners
to learn information by reading astral auras. Only
characters capable of astral perception may take this
skill. For more information, see Astral Perception, p. 312
Default: No
Skill Group: None
Specializations: Aura Reading, Astral Signatures, by
aura type (Metahumans, Spirits, Foci, Wards, etc.)
ASTRAL COMBAT (WILLPOWER)
Fighting in Astral Space requires the Astral Combat
skill. Combat in the Astral World relies on a very different
set of abilities and attributes than physical combatants.
See Astral Combat, p. 315.
Default: No
Skill Group: None
Specializations: By specific weapon focus type, by
opponents (Magicians, Spirits, Mana Barriers, etc.)
BANISHING (MAGIC)
Banishing is used to disrupt the link between spirits and
the physical world. Banished spirits are forced to return
to their native plane and are no longer required to complete
unfulfilled services.
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Air, Spirits
of Man, etc.)
BINDING (MAGIC)
Binding is used to compel a summoned spirit to perform
a number of additional services. See Binding, p. 300.
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Fire, Spirits
of Earth, etc.)
COUNTERSPELLING (MAGIC)
Counterspelling is a defensive skill used to defend
against magical attacks and dispel sustained magical
spells. See Counterspelling, p. 294.
Default: No
Skill Group: Sorcery
Specializations: By spell type (Combat Spells,
Detection Spells, etc.)
DISENCHANTING (MAGIC)
This skill governs a character’s ability to remove the enchantment
from an item. See Disenchanting, p. 307.
Default: No
Skill Group: Enchanting
Specializations: By type (Alchemical Preparations,
Power Foci, etc.)
RITUAL SPELLCASTING (MAGIC)
Ritual spellcasting is a spellcasting skill used to cast ritual
spells. See Ritual Spellcasting, p. 295.
Default: No
Skill Group: Sorcery
Specializations: By keyword (Anchored, Spell, etc.)
SPELLCASTING (MAGIC)
The Spellcasting skill permits the character to channel
mana into effects known as spells. See Spellcasting,
p. 281.
Default: No
Skill Group: Sorcery
Specializations: By spell type (Combat Spells,
Detection Spells, etc.)
SUMMONING (MAGIC)
This skill is used to summon spirits. See Summoning,
p. 300).
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Earth,
Spirits of Man, etc.)
RATING 1: BEGINNER
You have a little training about how it works, but not always
why it works.
RATING 2: NOVICE
You’re a hobbyist, but not an enthusiast.
RATING 3: COMPETENT
You’re skilled at basic operations but struggle with complex
operations and “tricks.”
RATING 4: PROFICIENT
You’re comfortable with what you do and perform well under
normal pressures. Professional level for most jobs.
RATING 5: SKILLED
You know how to handle yourself in unfamiliar situations, and
can get creative when solving problems.
RATING 6: PROFESSIONAL
You could easily sell your skills on the open market. This is the
maximum skill level for starting player characters.
This is just example what you would be looking at Skillwise...
SKILLS (22 + 2 Free Level 4 Magic Skills)
Perception: 3
Spellcasting: 6
Counterspelling: 4
Ritual Spellcasting: 3
Summoning: 4
Negotiation: 5 (Diplomacy +2)
Leadership: 3 (Command +2)
You can always buy a few Level 1 Skills with Karma for 2 Karma Each..
Etiquette
Unarmed Combat
Sneaking
Pilot Ground Craft