Hello Ball-o-Eyes

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: 8 Max mana
8 Boon points

Boons Specific for you

Bardic Inspiration - 3pts

Enchantment Caster
You can inspire others filling their mind with inspiration. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of the mage that you can see. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level

Hypnotic Gase-3pts

Enchantment Caster
Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest. 

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.

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.