Mage
Requirements: [I] 10+
You can command magic to do your bidding. This boon allows you to purchase other special boons.
Level 1. You have 3 MP, (Magic Points) you may use them to cast spells, your MP recharges with a 5-hour rest. You gain a +1 bonus to spell attacks for each level you have in this boon. You gain the following spell:
Arcane Missile: (MP cost 1, 2 TS) Make an [I] spell attack roll against a target within 12 units (must have line of sight) to hit; if you hit, you deal 1d6+[I] damage, this damage is magical.
Level 2. You have a +3 to MP.
Level 3. You have a +3 to MP. Your spell attacks are at an additional +1. Arcane Missile attacks you make cannot be dodged. (they still can be blocked or parried)
Ascendant Mage
Ascendancy Requirements: Mage 3, Elementalist 3, one of Pyrokinetic 3, Electrokinetic 3, Geokinetic 3, or Hydrokinetic 3
You can command magic to do your bidding beyond the level of any ordinary mage.
Level 4. You have a +3 to MP.
Level 5. You gain the following spell:
Cataclysm: (MP cost 9, 4 TS) Choose a point within 50 units that you can see. Each creature within 20 units of that point must make a [V] roll (your [I] or higher to succeed) or take 12d6 damage, this damage is magical. Creatures that succeed the same by 5 or less take half damage, creatures that succeed by 5 or more take none.
Level 6. You have a +3 to MP. Your spell attacks are at an additional +3.
Spells: (rule) A spell is an action you can take on a turn. Spells cost the listed amount of MP and TS to cast unless modified.