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.