The inspiration for this arcane tradition is 3.5's wizard class.

For each CR that your familiar is lower than your maximum CR for a familiar, its hit point total increases by 12. For example, if your familiar's CR is 1/2 and your maximum CR for a familiar is 1, then its maximum hit points increases by 6. If your familiar's CR is 1 and your maximum CR for a familiar is 3, then its maximum hit points increases by 24.

At 2nd level when you choose this arcane tradition, you add the spell Find familiar to your spell book. Additionally, your options for familiars expand. Your familiar can be any Tiny sized creature, as long as its CR doesn't surpass 1/8. At certain wizard levels, the maximum CR allowed for your familiar and the size restriction increases, as shown in the Improved Familiar table.

Also at 2nd level, you have mastered the art of creating scrolls of magical spells. The gold and time you must spend to scribe a scroll is cut in half.

School Specialization

Once you've reached 6th level, you've decided to specialize in a specific school of magic. You won't obtain the same powers as a wizard that devotes themselves to an arcane tradition that delves deeply into that school of magic, but you unlock a unique power depending on which school of magic you choose. You can only make use of the power you obtain once per short or long rest.

Abjuration. You add the spell shield to your spellbook. When you cast the spell shield, you can use this feature to grant yourself resistance to all damage for as long as that instance of the shield spell lasts.

Conjuration. When you cast a conjuration spell, you can choose to have a cloud of thick smoke with a 5 foot radius appear in either your space or the space of your target should the spell have one. The cloud lasts until the end of your next turn. The smoke is opaque, stopping vision, and enemies that start their turn within the cloud must succeed on a Constitution saving throw against your spellcasting DC or suffer from the poisoned condition until the end of your next turn.

Divination. When you cast a divination spell, you can add your Intelligence modifier to the next attack roll, saving throw, or ability check that you make.

Enchantment. When you cast an enchantment spell that forces a saving throw, you can choose to have one creature make it at disadvantage.

Evocation. When you deal damage to an enemy with an evocation cantrip, instead of making a damage roll you can choose to apply maximum damage.

Illusion. When you deal psychic damage via an illusion spell, you can add your Intelligence modifier to the damage roll.

Necromancy. When you kill a creature with a necromancy spell, you can have it raise as a skeleton or zombie under your control. This specific undead adds your Intelligence modifier to its Strength, Dexterity, and Consitution scores. It lasts for 8 hours before turning into dust.

Transmutation. When you cast a transmutation spell, you can also transmute your memory, forgetting the spell you cast and instead memorizing a different spell from your spellbook.