Base Class: Wizard
Though the implementation of magic is manifold, wizards are often restricted in their casting by the spellbooks they wield and the knowledge they accumulate. Scriveners, however, are more liberal in their practice; ignoring the dependence on parchment and becoming a canvas for spellcraft, transferring equations and incantations into imagery and art.
Few individuals possess the intellect, aptitude, and attention required to delve into the difficult and wearying practice of Wizardry. Fewer still are willing to sacrifice their personal being for the craft. Those that do are often regarded critically as defiling themselves; perhaps the cursed first steps on the dark path to lichdom. But the rare enthusiast willful enough to involve their bodies in the study of the arcane find an efficiency with magic their peers could only dream of.
Bonus Proficiency
When you choose this arcane tradition at 2nd level you gain proficiency with Calligrapher’s supplies.
Living Canvas
Starting at 2nd level you become a living receptacle for the incantations that make up your spellbook. As part of a special ritual the spells within your spellbook are transcribed onto your person. Whenever you learn a wizard spell, instead of transcribing the equations onto parchment, you instead tattoo the spell onto a blank area of your skin, becoming a Living Canvas for the incantations. You must expend the same amount of time and gold when tattooing spells as if you'd transcribed them into a spellbook.
Your body is limited by mortal constraints, and as such your Canvas can contain a maximum number of spells equal to 8 x your wizard level. Whenever you tattoo a new spell on your Canvas you can choose to magically overwrite another spell.
Spells of the same schools of magic often overlap, and you spend half the gold and time to tattoo any spell that shares both a level and school with a spell already on your Canvas.
Vessel of Magic
At 2nd level your expertise enables you to forgo the use of certain spell components. When you cast a spell on your Canvas you can ignore one of the component types of the spell (Somatic, Verbal, or Material) though material components with a cost must be provided as normal.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Ascended Rites
At 6th level your understanding of ritual practices deepens, allowing you to expedite the casting of ritual spells you've tattooed. Once per long rest you can cast any ritual spell on your Canvas as an Ascended Rite with a casting time of one action, expending a spell slot as normal.
The toll of casting so fervidly is great. Make a Constitution saving throw (DC equal to 10 + the level of the spell) taking 1 level of exhaustion on a failed save.
Bestow Arcanum
Starting at 10th level you gain the ability to temporarily impart a portion of your magical prowess onto others. You can tattoo a spell from your Canvas with a casting time of one action onto a willing creature with an intelligence score of 4 or higher. Tattooed spells use your spell save DC and modifier.
Creatures must be able to supply any verbal and somatic components of tattooed spells, otherwise the tattoo remains and no spell is cast. Additionally, a creature that can cast at least one spell innately or as part of a class feature can cast spells that require concentration or require material components with a cost (provided they have the components on hand).
You can impart a number of tattooed spells equal to your Intelligence modifier, expending 1 hour and 10 gold pieces per level of the spell. A creature can bear only one tattooed spell as part of this feature at a time and the tattoo remains until the creature uses an action to cast the spell.
Tempering spells for the use of others is difficult, and you can only impart spells of a level equal to or less than your wizard level divided by 3, rounded down. If you exceed your maximum number of tattooed spells the oldest spell tattooed immediately vanishes, and the newest tattoo is immediately imparted.
Embodied Equations
At 14th level you better understand the implementation of complex spell equations. You can select 4 spells on your Canvas that lack the Ritual tag, these spells become ritual spells for you.
You may only transform spells into rituals if they are of a level equal to or less than your wizard level divided by 3, rounded down. Additionally, these spells must have a casting time of either 1 minute or 10 minutes. Ritual spells that you cast as Ascended Rites do not gain any benefits from being cast with a higher level spell slot, and spells that require concentration to maintain still require concentration when cast as ritual spells or Ascended Rites.
Each time you gain a level in this class you can choose one of the spells you've tagged as a ritual and replace it with another spell on your Canvas so long as it fits the aforementioned criteria.
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