Worldbuilding

Sanderson's Laws of Magic

/ˈsæn.dɚ.sənz lɔːz əv ˈmædʒ.ɪk/ noun
IN ONE SENTENCE

Three widely cited principles by Brandon Sanderson that help writers design magic systems that serve their stories instead of breaking them.

Definition

Sanderson's Laws of Magic are a set of three guidelines that fantasy author Brandon Sanderson developed to help writers think about how magic interacts with plot. They're not actual laws you must follow; they're more like design heuristics. The first law is the most famous and deals with when magic can solve problems. The second addresses limitations and costs. The third reminds you to expand what you have before inventing something new. Together, they offer a practical framework for building magic that enhances your story rather than undermining it.

Why It Matters

These laws give you a vocabulary for diagnosing problems in your magic system. If your climax feels unearned, the first law tells you why. If your world feels bloated with ten different power sets, the third law tells you to simplify. You don't have to agree with every point, but understanding these principles will sharpen your instincts.

Types of Sanderson's Laws of Magic

Sanderson's First Law +
Sanderson's Second Law +
Sanderson's Third Law +

Famous Examples

Mistborn — Brandon Sanderson

Sanderson built these laws from his own practice. Mistborn's Allomancy is the clearest demonstration of all three principles working in concert.

The Lord of the Rings — J.R.R. Tolkien

Sanderson uses Tolkien as his primary example of the First Law in action: Gandalf's magic is soft, so Tolkien wisely avoids using it to solve major plot problems.

Common Mistakes

Treating these as rigid rules that all fantasy must follow.

They're guidelines for thinking about magic design, not commandments. Plenty of great fantasy breaks them. Use them as diagnostic tools, not dogma.

Applying the First Law to mean all magic must be hard.

The First Law says magic that solves problems must be understood. Soft magic is fine; it just works better for creating problems and atmosphere.

Ignoring the Second Law and designing magic with no meaningful drawbacks.

Always ask: what does this cost? What can't it do? What goes wrong when it fails? Those answers are where your best scenes live.

Try It Yourself

Quick Exercise

Take a magic system you've designed (or borrow one from a favorite book). Test it against all three laws. Write a paragraph for each: Does the reader understand the magic well enough for it to solve your climax? What are its most interesting limitations? Could you deepen existing elements instead of adding new ones? Revise one aspect based on what you find.

CONTINUE LEARNING
Planning & Structure
These laws are most useful during planning, when you're deciding how your magic system will interact with your plot structure.
Revision & Editing
They're also valuable diagnostic tools during revision, helping you spot moments where magic feels unearned or underdeveloped.