the other thing is that nowhere does it say that the victim doesn't no he's been messed with (in the case of the mind control type spells). So once they wear off, they KNOW something happened, that they acted abnormal. And for anyone competant and intelligent in the world of Shadowrun? They're going to be able to guess what happened to them.
Basically, what it needs to come down to is this... Using these spells to distract or control a guard so you can break into Facility X? Good use of the spell. Mind controlling Laurent Naizare to get more money? Very bad use of the spell. Mind controlling your teammates? VERY, VERY bad use of the spell.
I don't particularly care for these spells, because I think it ruins some of the fun of the game, and can be an "EZ Mode". And too often is used that way by players. It's lazing gaming.
But, these spells have their place and their purpose, so I went back on my decision to outright ban them all while we reviewed things.
As i said above, I think that they can stay, I think players (and more importantly, Gamemasters) need educated about them, and some "ground rules" need to be laid out.
Plus, thinking about Season 4... It is such a BAD, BAD, BAD idea to mind control pretty much any of the major contacts for Season 4. Because once they find out (and they WILL find out. GMs should never forget that they have edge, and usually a fair amount of it), the repercussions should be pretty bad. I mean, you have a District Attorney and a Knight Errant Detective who heads up a special ops division of KE, so messing with either brings the law down hard. You have the head of the local Atlantean Foundation chapter and someone with the power fo he Draco Foundation behind him. You have a pair of NPCs who both directly report to Great Dragons (And who are pretty badass in their own right). You have a pair of reporters (Gee, I don't know WHY you just earned 25 points of public awareness. maybe because your picture has been running on KSAF nonstop for the last 24 hours?). And you have an ork with the ORC behind him, plus most of Street Legends on Speed Dial. Hell, even Pip... Frag with him, and you don't ever want to step foot in the Ork underground again.

Just saying, Gamemasters have a lot of ways to handle things, if a player is being a problem. I think it comes down to a certain amount of "Player Entitlement" these days. There's been an attitude in the gaming community for the last decade or so where it's suddenly become a no-no for a GM to take a strong hand in his games. That you can't chastise or punish a player for his or her actions in a game, because it "ruins their fun" or some such. Which IMNSHO is a bunch of elephant dung. if players are looking for someone who's just going to recite a story and roll dice, but has no real authority? the players should just go play video games, because theat's what they really want. A Gamemasters job is to tell a story, to entertain, but also to challenge, to arbitrate, and to make sure everyone is having fun, including himself. And sometimes, that means smacking down a player or having bad things happen to the a character that's beyond the characters control.
And I'm off on a ranty tangent. Anyway... Yeah, there you go.
Bull