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THE LAST CAMP

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.

Related

  • Classes — class-by-class role and AA priorities.
  • Guides — leveling and AA progression.
  • Tradeskills — Spell Research — assembling researched-only spells.