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    September 14, 2026
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    Home»Reviews»Warlock: Dungeons & Dragons will have a smaller set of spells with multiple uses rather than a large variety to make ‘everything accessible on a controller,’ Invoke says
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    Warlock: Dungeons & Dragons will have a smaller set of spells with multiple uses rather than a large variety to make ‘everything accessible on a controller,’ Invoke says

    myappsplusBy myappsplusSeptember 14, 2026003 Mins Read
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    Warlock: Dungeons & Dragons will have a smaller set of spells with multiple uses rather than a large variety to make ‘everything accessible on a controller,’ Invoke says
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    • Warlock: Dungeons & Dragonshas a smaller spell set, each with multiple uses, for controller accessibility
    • Invoke studio head Dominic Guay says this also means the combat won’t slow down if there were a spell wheel
    • He says there’s also a bit of “resource management” to spells, and players will need to blend melee and magic combat

    Invoke Studios has confirmed that Warlock: Dungeons & Dragons has a smaller spell set, with each spell offering multiple uses, rather than a large variety, mainly for controller accessibility.

    That’s according to studio head Dominic Guay, who told TechRadar Gaming in an interview at Gamescom that a smaller spell set opened up new playable opportunities, making combat more approachable on a controller while also keeping the action fast-paced.

    This meant abandoning a classic spell wheel and narrowing its spell options, so they’re all accessible on the gamepad.

    “The breakthrough for us, it started with making direct access to these spells on the controller,” Guay said. “A lot of games in the past where you had powers or spells, you had a lot of stuff to select from, and that’s cool, and that was even our first reflex. But when you do that, you slow things down, and there’s a limit to going through a wheel and choosing powers. There’s a limit to that.”

    He added, “By making everything accessible on a controller, we started playing with our spells a lot more.”

    During the same interview, Guay explained why the team chose a warlock protagonist, saying “creative magic” was central to the story and gameplay.

    The studio head also said it was a challenge to manage the game’s magic system because, when you consider Dungeons & Dragons, “it can do everything,” and Invoke needed to pick its spells wisely.

    “Instead of adding like 100 spells, we thought, let’s have less, which makes sense for a warlock also,” he continued, “and let’s make them more multiple-use cases, connect them, one to another. Connect them with some enemies. The way these enemies behave in a challenge.”

    Spells, which are anchored to magic objects, tomes, monsters, and more, also have their own upgradeable skill trees and can be used alongside melee combat. This creates a “rhythm,” with Guay explaining that players can’t just stick to long-range spells and will need to go into close quarters with enemies, which works well for protagonist Kaatri, a warrior-turned warlock.

    Players can use spells to set up enemies, giving them an “advantage” for critical hits, and there are various ways to do this with different types of enemies.

    “There’s a bit of resource management too. You can’t just do spells forever,” Guay said. “There’s a point where you’re going to be low on ability to cast spells, so you’re going to have to get in there at some point.”

    Warlock: Dungeons & Dragons launches in 2027 for PS5, Xbox Series X, Xbox Series S, and PC.

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