Sanderson's Laws of Magic

Jul 4, 2025

Overview

This lecture covers Sanderson's Laws of Magic—guidelines for designing magic systems in speculative fiction—explaining each law with examples and advice for application in writing.

Course Structure & World Building Focus

  • World building lectures will be the focus for two weeks.
  • Short stories and character-focused sessions will follow in upcoming classes.
  • World building Q&A and prose lectures are scheduled soon.

Sanderson's Laws of Magic

Sanderson's First Law

  • Your ability to solve problems with magic in a satisfying way is directly proportional to how well the reader understands the magic.
  • Avoid introducing unexplained magical abilities late in the story to prevent unsatisfying resolutions (deus ex machina).
  • There is a continuum between "hard" magic (well-defined rules, reader understands) and "soft" magic (mysterious, sense of wonder).
  • Use foreshadowing to set up later magical reveals or problem-solving.

Sanderson's Second Law

  • Flaws and limitations in magic systems are more interesting than the powers themselves.
  • Storytelling tension comes from limitations, costs, and what the magic cannot do.
  • Character flaws and limitations create narrative depth and opportunities for growth.
  • Examples include resource restrictions, emotional/physical costs, or rules limiting power use.
  • Differentiates between flaws (can be overcome), limitations (cannot be changed), and costs (price paid for use).

Sanderson's Third Law

  • Before adding something new to your magic or setting, see if you can expand on what you already have.
  • Fewer, well-developed elements lead to a deeper, more engaging world than many shallowly explored ones.
  • Focus on quality and depth rather than sheer quantity in world building.

Sanderson's Zeroeth Law

  • Always err on the side of what is awesome; prioritize what excites and inspires you in storytelling.

Techniques for Exposition & Magic Explanation

  • Avoid info dumps and static explanations.
  • Combine scenes to make exposition active and tied to character development or plot tension.
  • Show magic in action within engaging situations.

Examples Discussed

  • Lord of the Rings: Ring's magic as "hard"; Gandalf's as "soft."
  • Name of the Wind: Contrast between engineering/sympathy (hard) and naming (soft) magic.
  • Superman: Interest comes from his limitations and character issues, not just his powers.
  • Mistborn: Allomancy's fun comes from its rules and limitations.

Key Terms & Definitions

  • Hard Magic — Magic with clear, defined rules the reader understands.
  • Soft Magic — Magic that is mysterious or not fully explained.
  • Deus Ex Machina — An unexpected, unexplained plot device that resolves a story’s conflict.
  • Flaw — A problem or gap that can be overcome with effort or growth.
  • Limitation — An inherent restriction that cannot be changed.
  • Cost — The price, resource, or consequence for using magic.

Action Items / Next Steps

  • Prepare questions for the world building Q&A.
  • Read and analyze examples of magic systems (optional: revisit Mistborn, Lord of the Rings, Name of the Wind).
  • Consider how to apply Sanderson’s Laws in your own writing or story planning.