Campaign Variations (CWH)

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Following are a few off-beat suggestions for using wizards and magic in a campaign. The DM is free to modify, combine, and vary these suggestions as he sees fit
==The All-Wizard Campaign==
In this type of campaign, most of the player characters are wizards. Other classes are allowed, but they are usually restricted to one character from each class. (That is, a party can have no more than one warrior, one priest, and one rogue—the rest are wizards.)
To begin this type of campaign, the DM can encourage players to take PC wizards by fostering an atmosphere where NPCs have a special admiration for wizards or where magic is an especially revered field of study. Alternately, the DM can simply require the players to use wizard characters.
All wizard kits are allowed in this type of campaign, as are multi-class and dual-class characters as long as one of the class choices is wizard. The DM is forewarned that he will have to be especially creative to invent adversaries of sufficient power to provide acceptable challenges for a party of wizards.
==The Single Wizard Kit Campaign==
The DM might decide that all magic in his world stems from a particular culture; therefore, all wizards must have the same kit. This includes player character wizards and well as NPC wizards of all alignments. Among the kits especially appropriate for this type of campaign are the Amazon, the Anagakok, and the Wu Jen. If the DM wishes, player characters of all classes might be required to take the same kit, but this is not necessary for an interesting campaign.
How this type of campaign affects the existence of magical items and magical monsters is the decision of the DM, but there are likely to be fewer of both (see Worlds With Low Amounts of Magic in the Magic in the Campaign World section above). In a campaign where all magic comes from an Amazon culture, all magical items will have their origin in that culture. Dragons, for instance, may exist throughout the world, but all of them trace a common ancestry to a land dominated by Amazons.
==The Restricted School Campaign==
In this type of campaign, certain schools of magic do not exist. For instance, in a world where the school of illusion does not exist, wizards do not have access to phantasmal force, minor creation, or any other illusion spells, nor are they allowed to specialize as illusionists. Researching these types of spells is also forbidden. If a spell belongs to two schools, then the spell is still available if it belongs to a school that still exists. For instance, in a world where the school of illusion does not exist, rainbow pattern is available since it also belongs to the school of alteration.
Whether magical items that duplicate the effects of non-existent schools are available is the DM's decision, but for consistency, it makes sense to forbid them. Another good idea is to give wizards access to the spells from the school of lesser divination—it is very difficult to function as a wizard without them.
As another variation, the DM might consider having more than one non-existent school in his campaign world. (Schools in direct opposition to one another, as shown in Figure 1 in Chapter 2, are good choices to eliminate. For instance, if the school of illusion is nonexistent, then the school of necromancy might not exist either).  In an especially restrictive world, perhaps only one school of magic exists; if only the school of illusion exists in the DM's world, then all wizards must be illusionists and have access only to illusion spells—spells from any other school do not exist. 
==The Restricted Level Campaign==
Similar to the Restricted School Campaign, in this variation, high-level magic does not exist. For instance, the DM might decide that no spells of 6th level or higher exist. Therefore, a wizard has access to spells of 1st level through 5th level only, and he is unable to research higher-level spells. As with the Restricted School Campaign, the DM decides whether magical devices duplicating the effects of higher-level spells exist.