# Warlock: D&D is cutting spells on purpose

> Invoke's studio head explains why the new Dungeons & Dragons game gives you fewer spells, and why that makes the fight better.
- Title: Warlock: D&D is cutting spells on purpose · TechRadar
- Summary: Invoke's studio head explains why the new Dungeons & Dragons game gives you fewer spells, and why that makes the fight better. Fewer spells with more uses…
- Keywords: gaming, dungeons and dragons, rpg, game design, gamescom, technology, Warlock, cutting, spells, purpose, TechRadar
- Source: TechRadar — https://techradar.com/gaming/warlock-dungeons-and-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
- Published: 2026-09-14T02:00:00+00:00
- Read time: 1 min
- Topics: gaming, dungeons and dragons, rpg, game design, gamescom, technology
## Fewer spells, on purpose
Invoke Studios has confirmed Warlock: Dungeons & Dragons ships with a small spell set rather than a huge one. Each spell is built to do several jobs instead of one.
## It started with the controller
Studio head Dominic Guay says the design began with putting spells directly on the gamepad, no menu dive required. Accessibility on a controller drove the whole system.

> The breakthrough for us, it started with making direct access to these spells on the controller
## The spell wheel had to go
Invoke's first instinct was a big list of powers, the classic approach. They dropped it because scrolling a wheel mid-fight kills the pace.

> When you do that, you slow things down, and there's a limit to going through a wheel and choosing powers
## Less to pick, more to play
With every spell one button away, the team found themselves experimenting far more during development. Fewer options made the toolkit feel bigger, not smaller.

> By making everything accessible on a controller, we started playing with our spells a lot more
## D&D can do everything
Guay calls the magic system the hard part, because Dungeons & Dragons magic has no ceiling. Invoke had to choose which spells earned a slot.

> When you consider Dungeons & Dragons, it can do everything
## Spells that talk to each other
Rather than 100 isolated spells, Invoke connected them to one another and to specific enemy behaviours. Each spell is anchored to objects, tomes or monsters, with its own upgrade tree.

> Instead of adding like 100 spells, we thought, let's have less
## You cannot camp at range
Spells set enemies up for critical hits, then you close the gap and swing. It suits Kaatri, a warrior who became a warlock, and gives fights a rhythm.
## Magic runs out
There is resource management underneath it all, so casting is not infinite. Run dry and you are in melee whether you planned for it or not. The game lands in 2027 on PS5, Xbox Series X|S and PC.

> There's a point where you're going to be low on ability to cast spells
## Key takeaway

Fewer spells with more uses each keeps combat fast on a controller, and forces you to mix magic with melee instead of camping at range.