The answer you actually need is this one:
Spend fatigue points. The increase temporarily Magic and Ki Accumulation as well as physical actions such as attacking, blocking, dodging, jumping...
There are other ways of having better Ki and Magic Acc.'s just remember that any supernatural power is pretty strong so in an standard situation, a level 1 mage should not launch his fireball spell at his very first turn.
If you read carefully the rules of supernatural in combat (te page just before ki abilities) it states that, if a regular individual tries to block a cold, electric or fire attack, has a -120 to his/her defense and, after that, it points out that there's another -120 if he/she tries to block an area attack of fire (the radius of the area must be greater than the passive movement type of the victim, because if not it would mean that the victim could escape from the area as a part of the defense being just fast enough to escape). It's also a projectile, so there's another negative modifier to defense. All those modifiers are additive, so you could have that a level 6 or 7 Weaponsmaster without any experience against fireballs has nothing to do against your fireball spell.
Also you have to count that instead of blocking he could have dodged to negate the second -120, but in this particular case it would mean a -60 to his blocking ability and also he has to be fast enough to escape from the area. If not, there's another -80 to that -60. But even being fast enough, if the area is a locked room and there's no way out, he could not escape either.
A regular mage with an 8 in Power, would have at least 10 of Base Magic Acc. The usual mage buys at least 2 multiples of Magic Acc. which means a 30 of final Magic Acc. The maximum fatigue points that you can spend in a single turn is usually 2, and each gives you a +15 to Magic Acc. That would make a 60 zeon accumulated in a single turn in which the mage, being unarmed, should be faster than many opponents. With 60 zeon you can throw a fireball with +5 to base damage and +5 metres of radius of the area, or a real shield with +300 lifepoints (and being a passive spell you don't need to have greater initiative, it works just like an usual defense), or a light discharge with a +5 to base damage, a blinding flash with +5 metres of radius (my favourite)...
You have your fatigue points, USE THEM!!! Many players just forget to use them in situations like these and then they lose golden chances of defending from a surprise attack or something like that.
Also play your character, if you need time for your spells, hide, run, talk and lie, whatever, while you are accumulating zeon. That's what your magic appraisal is for, to hide that zeon you are charging while you are tricking your opponent and most of the time you opponent doesn't even see magic so he/she wouldn't even realize that you are accumulating zeon until it's too late.
Also remember that your MAcc. halves if you cannot speak or cannot move your hands freely (but there are advantages that take out this penalization).
PS: I know you just apologized, but please, we should just enjoy and exchange ideas.
PPS: We should post these doubts in different threads so if any other has the same doubt will just need to look upon the forum and find it instead of answering over and over again.