B/X'y - The Wizard's Panoply

magic people in stories and films often build and augment their power with external stuff - tools of magic, like staves and wands, relationships with magical creatures like familiars and demons and gods, and with magical raiment, and with the magic of places and strongholds.  It's a common thing to see the magic of these people broken or at least reduced when they are deprived of their occult accouterments.

D&D hasn't really done this too much, at least explicitly.  Magic Users in the trad mode are dependent on their books of spells and whatever material components their magic requires - if any.  Some carry enhanced wands or staves, which are themselves the source of magical effects rather than a focus for their wielder.  

Deals with demons and otherworldly forces wasn't really part of main trunk D&D until late 3rd with the Warlock, who's shtick has been preserved on into 5e.  But looking back to the simpler days of the "magic user" class which served as a catchall for all non-cleric, there's not a whole lot of that stuff in there at all.  B/X Moo's don't even need material components (though by RAW they do lack the capacity to learn new spells outside those granted by leveling).  

So I got to thinking about this stuff earlier, and came up with a basic scheme for this stuff. Influenced a bit by a recent revisit to Middle Earth, and a skim through some Jhereg series novels.  

Mortals lack the capacity for too much inherent sorcery.  There's a little magic there, and in the magic user, this capacity is honed and trained, but the mortal spirit can not burn bright enough by itself to light potent magics.  

In game terms, the unaugmented magic user can only cast first level spells .  Higher-order spell slots can be used to cast lower level spells, but without aid a magic user is limited to first level.  

Accessing higher order spells requires adding to one's panoply - the idiomatic collection of magical resources a magic user must accumulate to become a great and powerful wizard one day.  Each level of spell beyond the first requires one magical thing.  

These are acquired during play - and can be lost during play.  Each type of magical thing has some advantages and some disadvantages.  

If lost or destroyed, you can't acquire that particular type of magical thing again until you gain a level.  

You can have more than one of a particular thing, unless otherwise noted, though you can't acquire two of the same type of thing in a row.  

Acquiring Magical Things
This is done through intentional adventure - seeking the thing you desire, and paying whatever costs that demands.  ( this is a stub until I think about this aspect some more

Investing Magical Things
You can pour your power into your magical things, making them more potent, but sacrificing spell casting ability to do so.  Each spell slot level invested grants certain powers, based on the type of magical thing. The downside to this is, if lost, you don't get the power back without great struggle.  Just look your GM in the eye.  You can imagine how much struggle.  

Magical Things
These are ranked in order of how easy to hard they are to acquire
Talisman - a small personal object used to concentrate magical power.  You can only have a single talisman, but can make one for yourself with time and tools.   Each spell level invested in a Talisman grants a +1 bonus to saving throws.  
Focus -  a large obvious magical tool used to focus and direct spells, such as a staff, rod, or occult weapon.  Each spell level invested in a Focus penalized a target's saving throws made against your magic by 1.  
Familiar - form a magical bond with a small intelligent magical creature.  Familiars can't fight, but can scout, distract, and provide other useful aid.  Each spell level invested in a familiar allows the creature to aid you in performing some task, adding a 1 point bonus to your roll.  
Cabal - Join an occult society, mystery religion, circle of conspirators, or cult and sign magical bonding oaths and compacts.  The force of the cabal's collective power backs your actions, but you will sometimes be called upon to act in the interests of the cabal.  Investing in the Cabal improves your status and position in the fraternity, allowing you to call upon it for aid (the loan of magic items, borrowed retainers, support in battle).  Such requests are honored with a 1 in 6 chance, plus 1 for each spell level invested in the cabal.  
Raiment -  Your garments and costume, the working clothing or finery which declares your profession and power not just to mortal observers, but to the Unseen Realms as well.  This is quite expensive, but protects from all natural extremes of heat and cold, and keeps you comfortable even in thunderstorms.  Each spell level invested in Raiment improves your AC by 1.      
Servant - Form an agreement of service with a creature -  demons, angels, elementals, dragons, fairy, and similar naturally magical creatures.  The creature must agree to serve you as a retainer - or be intimidated, threatened, bribed, or similar - and after, you can use its magical nature to reinforce your own.  Each spell level invested in the servant gives you one service you can request of it each day which it must obey.  A servant may agree to perform actions on your behalf, but only with investment can you ensure they obey in good faith.   
Pact - Make a magical agreement with some otherworldly power, demon lords, demigods, ancient alien entities like mountains made of meat and mouths.  Pacts grant you power in exchange for service.  When you patron makes  a demand, you must act to accomplish it or you loose its magical support and will never again be able to form a pact.  Each spell invested in the Pact gives you the power to demand a direct intervention from your patron once per month.  
Sanctum -  Fortify a place of power, and stock it to your requirements.  This can be done earlier, but you get this gratis when you level enough to found your stronghold.  So long as your sanctum remains secure, you can draw on its power even at a distance. Spell levels invested in a sanctum grants you the ability to cast a chosen spell of level equal to the investments at will when you reside in your sanctum, or to put such spells on a conditional release so they 'go off' when conditions are met.   

the above investments are a dead simple condensation of a much more involved scheme I'd played with before 

So when they hit 9th level and 5th level spells open up, a Moo needs at least four magical things in their panoply to access that higher order power.  
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