Spells
Spells
Per-class canonical spell lists for The Last Camp. Era-locked to Planes of Power, sourced from the live peq database.
The Last Camp runs canonical class-restricted spell lists, era-locked to Planes of Power. Each per-class list below reflects exactly what the live server grants — pulled from the restored peq database, not from a wishlist. For deep spell data (effect formulas, components, durations, stacking), every spell row cross-links to Lucy / alkabor, the canonical Al'Kabor-era spell database.
How spells work on The Last Camp
- Class-restricted. Even with the any-race-class doctrine, your class still gates spell access. A Dark Elf Paladin gets Paladin's 116 spells, not Cleric's 230. The race choice doesn't change the class spell table.
- Tiered by level. Spells unlock at level breakpoints — most classes get a fresh tier every four to five levels through 60, then PoP-tier spells from 61-65.
- 8-slot mem cap. Standard EQ rules apply. Slot 9+ is a post-era convenience that doesn't ship.
- Mana economy. Casters spend mana per cast; melee classes either don't have mana (Warrior, Monk, Rogue) or have a small reservoir for hybrid casts (Ranger, Paladin, Shadow Knight, Bard, Beastlord).
- AAs supplement, don't replace. Past 65, AAs (alternate advancement) extend each class's toolkit. Spells stay on the class list; AAs add new abilities, passive bonuses, and combat refinements. See Guides for class AA priorities.
Acquiring spells
- Vendors — most class trainers in the hub cities sell tiered spells through level 49.
- Quest scrolls — 50+ spells often drop from named NPCs or come from class-specific questlines.
- Research — some Necromancer, Wizard, Magician, and Enchanter spells require Spell Research to assemble from drop-component pages.
- Scribe to scribe-book — spells must be scribed (right-click the scroll) before they can be memorized. Scribed spells are permanent until forgotten.
- Forget to free a slot — right-click a scribed spell in your spellbook to forget it.
Class spell lists
| Class | Spells | Notes |
|---|---|---|
| Bard | 117 | Twist-songs, mez songs, melody utility |
| Beastlord | 134 | Warder-paired hybrid caster |
| Cleric | 230 | Heals, rezzes, buffs, complete-heal |
| Druid | 285 | Damage, ports, animal-form utility |
| Enchanter | 285 | CC, mana regen, charm |
| Magician | 251 | Pets, summoned items, nukes |
| Monk | 10 | Self-buff disciplines |
| Necromancer | 224 | DOTs, lifetap, fear-kite chain |
| Paladin | 116 | Heals, stuns, undead-tier procs |
| Ranger | 119 | Damage shields, snare, sow |
| Rogue | 8 | Discipline-only |
| Shadow Knight | 133 | Pets, taps, fear |
| Shaman | 242 | Slows, buffs, melee canni |
| Wizard | 251 | Pure-DPS nuke specialist |
Warrior has no spell list — Warriors use disciplines instead. See Warrior for the discipline rundown.
Monks and Rogues technically appear in the spell tables, but their entries are all instant-cast disciplines rather than memorized spells. See their pages for context.
Spell tiers by level
| Tier | Levels | Notes |
|---|---|---|
| Apprentice | 1-9 | Vendor-bought, hub-city trainers |
| Initiate | 10-24 | Vendor-bought, expanded selections |
| Adept | 25-39 | Mix of vendor + drop |
| Specialist | 40-49 | Vendor + named-drop scrolls |
| Master | 50-54 | Quest scrolls, named drops, research |
| Elder | 55-60 | Plane of Hate / Plane of Fear / Velious raids |
| Planar | 61-65 | Planes of Power tiers |
Spell research
Necromancers, Wizards, Magicians, and Enchanters can research spells from drop-component pages assembled in a tradeskill container. See Spell Research for the full process.
Components and reagents
Some spells consume components on cast — peridots for pet summons, malachite for gates, bone chips for summon-skeleton, etc. Plan reagent stockpiles for sustained casting; vendor reagents are infinite but expensive at scale, while drop reagents (epic-quest pages, planar focus items) are time-gated.