Build Your Fantasy World With Brandon Sanderson’s Laws of Magic
If you're in the middle of writing your best fantasy work, but the magic you put into it feels like a disappointing last-minute trick. Brandon Sanderson's Laws of Magic is just what you need to build magic your readers believe in (and remember).
Who Is Brandon Sanderson?
He's one of the top names in modern fantasy, known for Mistborn, Stormlight Archive, and Skyward. As you might have expected, he built his stories oozing with clever magic systems, deep characters, and worlds that feel real.
Most of his books are part of a connected universe called the Cosmere. And if you like hidden details, check out Hoid, a mysterious character who shows up across different series.
Sanderson's Rule of Magic
Sanderson's Rule of Magic is simple, and as a matter of fact, you will only need to follow three laws for fantasy storytelling.
First Law
"An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic." That's the first law.
In short, if your hero uses magic to win the day, your reader needs to understand how that magic works beforehand. Otherwise, it feels like a cheat, a plot hole in disguise.
The solution? Set clear boundaries. Show what magic can and can't do, who can use it, and what it costs.
Let's see some examples:
In Mistborn, for instance, Allomancy has rules: swallow metal and gain power. Readers know the system, so when Vin uses it to fight, the payoff feels earned.
Compare that to Lord of the Rings, where Gandalf's magic is mysterious. That works because magic isn't solving problems but creating wonder. This is "soft magic," and it's best used to build atmosphere, not tie up plot threads.
Harry Potter lands in the middle: spells need wands and words. We don't know the science, but we understand the limits.
So here's the rule of thumb: if magic is your plot's solution, your readers need the manual first. Let them see the setup so they can enjoy the payoff.
Here's the first prompt to use: