At 1st wizard level, you become proficient with scribe's tools, or gain a +1 bonus to scribe tool checks if already proficient.
At 1st wizard level, you learn the ability to inscribe arcane scrolls. During a long rest, you may create one scroll of any spell from your spell book, or spell you can cast. This functions as a simple scroll item and can be passed on to other creatures and sold. This requires access to scribes tools.
Also, gain a +1 bonus to checks made to add new spells to your spell book.
At 2nd wizard level, you can spend arcane recovery points to create minor arcane trinkets:
Arcane seal (1 ARP) - can be broken as a bonus action to grant the next spell you cast +1 spell level. Applying further arcane seal effects to yourself deals 1d10 lightning damage to you and dispels both.
Blank scroll (2 ARP) - An unstable blank scroll. It decays after a long rest. Once cast, it grants the reader 1d12 arcane health.
Cantrip invocation (3 ARP) - A minor scroll. Can be read as an action to grant an extra upgrade to a cantrip you know for 1 day.
Enchanted map (1 ARP) - An enchanted folded piece of paper. Once unfolded by a creature, it begins to map the creatures steps from the center of the map. No other details are added. The scale represents about a square mile on a single page. The map follows the initial creature until they either leave well beyond the bounds of the map(Subject to GM,) or the document is destroyed.
At 3rd wizard level, you can create an arcane note every rest that you can securely store in your spellbook. They can be exchanged for arcane recovery points during a rest, but remain useful until the next long rest.
Effectively, you have an extra arcane point that can be kept until the next long rest, every rest. The note is an item, however.
At 4th wizard level, choose 3 upgrades from below:
Arcane cartography - Your enchanted maps will now attempt to fill in the space around the footsteps, to a somewhat rudimentary ability. This does not create place-names on the map, though it can be influenced by arcane forces ( Subject to GM. )
Cantrip binding - You may place a cantrip you can cast in a blank scroll, allowing the creature that reads it to use the cantrip, using intelligence as the casting modifier. When you do so, you must make a DC 14 arcana check. On a failure, you are cursed and cannot use the cantrip until you finish another rest.
Enchanted ink - You can spend 1 arcane recovery point during a rest to create an vial of enchanted ink, which can be spilled or thrown onto a surface to create the writing or depiction desired by the creature applying the ink. The surface the ink can cover can be no greater than a 5ft square.
Improved arcana - You gain 1 more arcane recovery point every rest. Can be taken up to three times.
Improved invocations - Cantrip invocations you create now also provide one of the following benefits to the upgraded cantrip: +1 to spell attacks, +1 to DC, +1 to duration in turns, +5 feet of area or +1 targets within area. The bonus is applied when the invocation is created, and requires the in.
Invocation seals - Creating an cantrip invocation costs 1 less ARP.
Lesser inscription - You may emplace a 1st level spell you can cast into a blank scroll when creating blank scrolls, allowing an ally to cast it when reading the scroll.
Rune knowledge - You gain a +2 bonus on checks made to read scrolls and checks made to decipher, invoke, and create arcane or magical runes.
Scroll displacement - When you use up a scroll you did not create, you gain a blank scroll.
2 Seal method - Your arcane seals no longer dispel themselves when two are active. They now dispel when 3 are active.
At 5th wizard level, your personal spell book becomes a project onto itself. You can modify your spell books in 3 of the following ways:
Inscribed cantrip - Learn a cantrip specific to your spell book. You may cast it while wielding the spell book.
Immediate spell compartment - You may lock a spell into the the book until next rest, allowing you to cast it at the lowest possible level once without expending a spell slot, but forbidding you from preparing it yourself. When casting it, roll a 1d20. On a 20, you may cast it again.
Defense aura - You gain a +1 bonus to AC while wielding the tome.
Emergency ward - You can choose to expend 1 arcane note or 2 levels worth of spell slots to gain an instance of block as a reaction while in possession of the spell book.
Entangled belonging - You can conjure your spell book to your possession as a bonus action. If you are in another plane, or blocked from teleportation magic, this effect is nullified.
Casting contracts - When casting a spell, you can spend 1 arcane note to grant it a modification in one of the following ways:
Change the range from reach to target within 30 feet.
Double the duration of the spell.
Cause the spell to only manifest and come into effect after a duration of your liking, up to a year.
Experimentation notes - You gain one specific extra scribe secrets upgrade while in possession of the spell book.
Combat note section - Every time you critically strike on a spell attack, you can spend a bonus action within the next 2 rounds to make an arcane note.
Field note section - Every time 1 or more creatures critically fail a saving throw against one of your spells, you can spend a bonus action within the next 2 rounds to make an arcane note.
Mana-catcher - You gain 1 arcane rest dice each long rest. You may use it while wielding the tome. The tome retains the arcane rest die between long rests, allowing you to keep up to as many as your intelligence bonus - 2 (min 1) in the spell book.
Arcane compass - Your spell book has an arcane compass, allowing you to place waypoints by marking physical objects with a waypoint rune. This always appears in your arcane maps, and can alter arcane maps to your liking. A waypoint is destroyed if the rune is removed. You may check the book, and the compass will point towards your waypoint of choice. Only as many waypoints as your intelligence bonus can remain active for the book. You can choose to remove a waypoint from the book.
Seal slots - You may spend an arcane seal to immediately cast a 1st level spell at 1st level from your spell book. It can be any 1st level spell within the spell book.
Arcane translation page - Choose up to 2 languages. Gain the ability to speak those language while holding the tome, and turning to this page. The page translates and explains how to convey the meaning of the sentance.
Only your active spell book retains this effect, and abandoned project spell books tend to decay ( Subject to GM.)
Acquiring a new spell book allows you to apply different modifications.
At 6th wizard level, you regain 1 rest dice every time you read a 2nd level or higher scroll.
Also, you gain a +1 bonus to all checks made to interact with arcane runes, text, or maps.