Thank you all for your input. To those of you who hate Harry Potter, fair enough. I personally enjoyed the books.
I did not mean to imply I am running a Magic School, or a Potter campaign (though I am interested in the idea). I am running a game based on an "adventuring" school, which includes all of the basic D&D classes.
The players all started as first years at Mistwell University.
So far they accidently released the Dean's pet cockatrice, followed the pet down into the third year's training caves, where they encountered various riddles and traps (much of which was adapted from Gorgoland's Gauntlet from Dragon Annual 5) and eventually capturing the cockatrice and returning it.
Because they left evidence of their illegal entry into the training caves, they were punished and sent on detention. The first weekend they were sent to retrieve some herbs, and place an order for an upcoming spring festival, with a graduate of the school. There, they went through the Calzone Golem short adventure off the WOTC site, and had a couple of other short side adeventures from EnWorld's mini-encounter contest.
Next weekend of detention they were informed the school had receive a house as a gift in a will of a former student who died, and were sent to board up the house, inventory it's contents, and return with any portable items. The house was haunted, taken from a prior contest at EnWorld based on the WOTC site haunted mansion map (the soulscape painting entry).
I'm looking for ideas for future shorter adventures, though I have a major adventure in the works for the hapless students soon. Duels are a good idea, as are tests, and the festival offers some possibilities.
I have a full schedule and additional details at my site under Mark's Campaign in my sig line if anyone is interested.
Here are some of the class descriptions I offered my players recently:
Basic Communications – Diplomacy, Listen, Bluff, Sense Motive, and Intimidate (Prereq)
Advanced Communications – Communications + Innuendo, Read Lips
Basic Research and Intelligence Gathering * – Gather Information, Search, Spot (Prereq)
Advanced Research – Research + Decipher Script, Forgery, Knowledge (planes, some others)
Advanced Intelligence Gathering – Int. Gather + Hide, Move Silently, Disguise, Escape Artist, Pick Pocket
Basic Engineering & Sciences – Appraise, Craft (some), Profession (some), Knowledge (architecture & engineering, mathematics) (Prereq)
Advanced Engineering – Engineering + Disable Device, Use Magic Device, Alchemy, Open Lock
History * – Knowledge (local, history, geography, nobility & royalty, etc…)
Theatre & Music – Disguise, Perform, Profession (some), knowledge (arts)
Basic Physical Education * – Jump, Climb, Balance, Ride, Swim, Use Rope (Prereq)
Advanced Physical Education – PE + Tumble
Simple Melee Combat * – Simple weapon proficiency (Melee weapons), Simple Armor Proficiency, Shield Proficiency, Basic melee combat tactics (Prereq)
Advanced Melee Combat – Marshal weapon proficiency (Melee weapons), Medium and Heavy Armor Proficiency, advanced melee tactics
Simple Ranged Combat – Simple weapon proficiency (Ranged weapons), Basic ranged combat tactics (Prereq)
Advanced Ranged Combat - Marshal weapon proficiency (Ranged weapons), advanced ranged combat tactics
Ethics * – Knowledge (Religion, Planes) (Prereq)
Basic Divinity – Outsiders, Undead, Deities & Demigods, Knowledge (religion, planes)
Biology 1: Natural Animals – Animal Empathy, Handle Animal, Knowledge (nature), Natural Beasts (Animals, Beasts, Vermin) (Prereq)
Biology 2: Magical Beasts (Aberration , Constructs, Dragons, Elementals, Magical Beasts, Ooze, Fey, Shapechangers)
Biology 3: Humanoids (All races, Giants, Monstrous humanoids)
Advanced Biology 1: Dire & Legendary Animals, Giant Beasts, Giant Vermin
Nature and the Environment - Knowledge (nature, local), Wilderness Lore, Intuit Direction, Plants (Prereq)
Druidic Communication – Speak Language (Druidic), Advanced Animal Empathy
Basic Arcana – Magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation), Spellcraft, Knowledge (arcana)
Magic School focus: Abjuration (Requires either Basic Divinity or Basic Arcana)
Magic School focus: Conjuration
Magic School focus: Divination, Scry
Magic School focus: Enchantment
Magic School focus: Evocation
Magic School focus: Illusion
Magic School focus: Necromancy
Magic School focus: Transmutation
Familiars, Companions, and Magical Mounts: Advanced Handle Animal (requires Basic Divinity, Basic Arcana, or Biology 1)
Languages of the Realms * – Speak Language (Advanced Common, Dwarven, Elven) (Prereq)
Advanced Languages of the Realms I – Knowledge (Literature), Speak Language (Common Base) (Advanced Common, Halfling, Gnoll)
Advanced Languages of the Realms II – Speak Language (Dwarven Base) (Gnome, Goblin, Giant, Orc, Terran)
Advanced Languages of the Realms III – Speak Language (Elven Base) (Aquan, Sylvan, Undercommon)
Languages of the Planes I – Speak Language (Celestial, Draconic, Infernal)
Languages of the Planes II – Speak Language (Abyssal, Auran, Ignan, Others)
* Required First Year Course, either in first semester or second
A note on Feats – Feats are generally taught in more advanced courses within one of the major departments of the school. Here are some examples:
Engineering: Some Item Creation feats
Tower of Arcane Studies: Some Item Creation feats, arcane-focused metamagic feats
Temple of Divine Studies: Some Item Creation feats, divine-focused metamagic feats
Temple of Martial Arts: Alertness, Blind-fight, Combat Reflexes, Dodge, Expertise, Improved Trip, Improved Unarmed Strike, Iron Will, Lightening Reflexes, Stunning Fist, Whirlwind Attack
Chaos studies: Ambidexterity, Chaos Studies, Great Fortitude, Improved Bull Rush, Improved Initiative, Mobility, Run, Spring Attack, Sunder, Toughness, Quick Draw
The Arena: Armor Proficiency (heavy, medium, light), Shield proficiency, Melee Weapon Proficiency (melee simple, melee marshal, melee exotic), Cleave & Great Cleave, Combat Casting, Improved Critical, Improved Disarm, Improved Two-Weapon Fighting, Power Attack, Weapon Finesse (Melee), Weapon Focus (Melee), Weapon Specialization (Melee)
Archery Range: Ranged Weapon Proficiency (ranged simple, ranged marshal, ranged exotic), Defect Arrows, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Finesse (Ranged), Weapon Focus (Ranged), Weapon Specialization (Ranged)
Law Studies: Leadership
The Stables: Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, Track, Trample
Skill Focus is taught at various locations on campus.
A Note on Prestige Classes: Prestige Class abilities are generally taught as graduate student courses.