Hello Dark Sarah

Core Rules known by all spirits, and the caster.

When the caster performs a significant action of a particular alignment, the spirit(s) that are in line with that alignment gain a boon point, and the opposing alignment(s) gains +1 Permanent max mana. At 10 max mana, new traits or boons will be unlocked for that spirit.

When spirits take actions on their own, these do not directly count towards 'significant actions' but may unlock or grant them unique boons.  Enough uncontrolled actions can also grant unexpected benefits or penalties.

Important Information for you only

Due to actions during the prelude, you currently have the following stats.
Max Mana, refreshes daily: 10 Max mana
8 Boon points

Boons Specific for you

Spiteful- Free

Requirement: Be Spiteful
As a reaction you can spend 1 mana to give disadvantage to any roll made by Regan.  You can spend as much mana you want this way.  If at least 3 mana is spent and the roll fails, it is a critical failure.

This can not be used on rolls that are directly protecting the life of the mage.

Sculpt Spells - 3pts

Evocation Caster
You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful sav

Distant Familiar- Free

Be attuned to Sarah
Costs 1/2 your daily mana.  This allows you to essentially grant minimal spells to Sarah.  She will attempt to use these spells as you've directed.  Sarah can attempt to commune with you, to ask you questions and advice, and you can reach out to her in her dreams.  Your choice on whether or not share your daily mana with her is up to you, and while it has no immediate benefit to you or the mage, it could have strong implications and bonuses/penalties later.

Trickster's Twinned Spell-3pts

Chaotic Alignment
When a spell is cast which targets only one creature and doesn't have a range of self, and which you are aware of, you can spend a reaction, and a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

You currently only have one Sorcery point, and will gain more as your mage gains levels, per the sorcerer chart. They refresh daily. You can also spend mana as a sorcery point.

Crimson Rite- 2pts

As a bonus action, you activate a crimson rite on a single weapon with elemental energy (Fire, Cold, or Lightning) that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.  You may forgo the HP cost for the mage by instead spending 1 mana per HP it would have cost. While active, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time. From http://dnd5e.wikidot.com/blood-hunter

Universal Boons

Corporal Attunement - 3pts

You can add a bonus (or penalty) to any action, equal to the relevant stat-bonus. This can be done in addition to granting advantage(or disadvantage) to the roll if you have the skill as well.

Corporeal Control- 5pts

Requires Corporeal attunement.
Can take an action using the caster's body. In combat this means that the caster's body may be taking more actions than would normally be possible.  The caster can prevent this, with no check. It can however be done without them noticing in some instances. Especially while sleeping.

Wrest Control- 10pts

Requires Corporeal Control
If they mage is resisting, this costs 2 mana, and is a contested check.  At this level other spirits may not even notice until after it is done, unless they are specifically looking for it, or also have at least Corporeal Control

Feats- 5pts

+1 Feat. Many stat-based requirements can be ignored, and you qualify if you or the mage combined meet the requirements, but many feats aren't as useful unless you also have at least Corporeal Attunement.

Stats-5pts

+2 to stat of your choice, or +1 to two stats of your choice.

Increased Level-5pts

Treat your level as two levels higher for any boon or spell effects that are based on level.

Mana Reserves-5pts

Gain 5 points of max Mana.