Magic & technology
Designing magic systems and speculative technology that create stories instead of dissolving them: Sanderson's laws, the hard–soft spectrum, a step-by-step design method, Clarke's laws, science-fiction hardness and extrapolation, the real physics that constrains common SF tropes, and how magic and tech become game mechanics. The general ripple method is on worldbuilding fundamentals; societies that live with the magic are on societies and cultures; game-specific design continues on game worlds. Invented examples are marked.
Sanderson's laws of magic
Brandon Sanderson's essays are the most-cited modern framework. They are advice for storytellers, not physics.
| Law | Statement | Source | Meaning in practice |
|---|---|---|---|
| First | "An author's ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic." | "Sanderson's First Law" (2007) | magic can resolve a climax only if the reader knows its rules; otherwise it reads as a cheat |
| Second | "Limitations > Powers" | "Sanderson's Second Law" (2011) | what magic can't do, what it costs and how it can be countered are more interesting than what it can do |
| Third | "Expand what you already have before you add something new" | "Sanderson's Third Law of Magic" (2013) | depth over breadth: explore implications and combinations of a few powers before inventing more |
| Zeroth | "Err on the side of awesome" (as reported) | lectures and Q&As, not the three essays; summarized by the Coppermind fan wiki | start from a compelling image or idea and make the rules serve it |
Sanderson's Second Law essay splits the limiting factors into three kinds:
| Kind | Definition | Example (invented) |
|---|---|---|
| Limitations | what the magic simply cannot do | tidebinding moves only liquids, never solids |
| Weaknesses | vulnerabilities an opponent can exploit | a binder cut off from sight of the sky loses their grip |
| Costs | what using the magic takes from the user or the world | every binding draws water from the binder's own body: thirst, cramps, then collapse |
The First Law's corollary: soft magic should create problems, not solve them. Mysterious power can threaten, tempt, complicate or awe; if it rescues the heroes, the reader feels cheated.
Hard vs soft magic
A spectrum, not a binary. Sanderson's First Law essay uses Tolkien as the model of soft magic and describes his own writing as mostly hard; his Mistborn allomancy (specific metals, each granting one defined power, burned and used up) is the usual example of the hard end.
| Soft | Hard | |
|---|---|---|
| Reader knows | little: effects glimpsed, rules hidden | rules, costs and limits explicitly |
| Produces | wonder, dread, mystery, the numinous | clever problem-solving, tactical tension, fair-play twists |
| Can solve plot problems? | no (breaks the First Law) | yes, if set up |
| Risks | deus ex machina, vagueness | dullness, "physics homework", readers finding loopholes |
| Suits | mythic fantasy, horror, literary fantasy | heists, battles, puzzles, progression fantasy, games |
| Examples | Tolkien's wizards; much of mythology and fairy tale | Mistborn's allomancy; most game spell systems |
Mixed approaches work: hard rules for what the protagonists use, soft for gods, ancient powers and antagonists; or magic that starts soft and hardens as the protagonist learns it.
Designing a magic system
Start from the story's need
Decide what the magic is for: theme, conflict, wonder, a heist mechanism, a game verb. A magic system that doesn't serve story or play is a hobby.
Pick the source
Where does the power come from? Gods, spirits, bloodlines, a substance, words, emotions, the environment, the magician's own life, a bargain, technology misunderstood.
Set the cost
Something must be spent: stamina, blood, years of life, memories, sanity, money, rare materials, time, social standing, risk to others. Costs that bite are the source of drama.
Set limits and weaknesses
What can't it do? What stops it? What counters it? Where and when does it fail?
Decide who and how
Who can use it (anyone, a bloodline, the chosen, the trained, the wealthy)? How is it learned (apprenticeship, school, scripture, pact, trauma)? How long does mastery take?
Run the ripple method on society
Economy, war, religion, law, medicine, class, family. If a spell can heal wounds, what happens to surgeons, armies and life expectancy?
Write the rules down
Put every rule in the rules ledger. Hard rules the reader sees must never break without a paid-for reason.
Design questions by dimension
| Dimension | Questions |
|---|---|
| Source | where does power come from? can it run out? who else wants it? |
| Method | gestures, words, materials, focus objects, rituals, pure will? how long does it take? |
| Cost | what does each use take? is it immediate or delayed? does it accumulate? |
| Limits | range, duration, scale, targets, conditions (time, place, weather, moon, faith) |
| Weaknesses | what blocks, disrupts, reflects or punishes it? |
| Access | who can use it? by birth, training, purchase, luck? how many practitioners are there? |
| Learning | how is it taught, recorded, regulated? are there schools, secrets, heresies? |
| Visibility | can ordinary people see it happen? can they tell who did it? |
| Economy | what does it replace (labor, tools, fuel, medicine)? who profits? what does a spell cost to hire? |
| Warfare | how does it change battles, fortifications, logistics, espionage, assassination? |
| Religion | is it holy, heretical, a gift, a sin? who controls its legitimacy? |
| Law | is it licensed, banned, taxed? how is magical crime proved and punished? |
| Daily life | the small uses: lighting, cooking, cleaning, toys, cosmetics, crime |
| History | when was it discovered or lost? how has it changed? |
Worked example: tidebinding (invented)
Premise, in the Saltmarch setting used across these sheets: some people can move liquids by will, drawing on the pull of the moon.
| Aspect | Decision | Ripple |
|---|---|---|
| Source | the moon's tide-pull, strongest at spring tides, weakest at neap | binders follow tide tables; the best work is scheduled at new and full moon |
| Cost | water drawn from the binder's own body | binders drink constantly; overuse causes collapse; deserts are dead zones for binders |
| Limitation | liquids only; never water inside a living body | no blood-boiling assassins (a deliberate choice to keep stakes human-scale) |
| Weakness | needs sight of the sky | underground, binders are powerless: prisons are cellars; smugglers use tunnels |
| Access | about one person in a thousand; trainable only before adulthood | children are tested at the sea festival; families hide or sell gifted children |
| Economy | binders open sluices, drain fields, pump mines | the Dyke Wardens employ them; binder guilds rival the salt trade |
| Warfare | can swamp ships and flood trenches at spring tide | wars are timed to the moon; neap tide is when armies march |
| Religion | the Temple of the Tide calls it a gift of the moon | the temple claims the right to license binders, which the Wardens resist |
| Law | unlicensed binding is a felony | an underground of rogue binders; a detective plot writes itself |
Three hard rules (moon strength, bodily cost, sky sight) generate a calendar, a class, a prison design, a crime and a political conflict, and give the climax clear stakes: the heroes must act at neap tide, underground, or at the cost of a binder's life.
Clarke's three laws
From Arthur C. Clarke's essay "Hazards of Prophecy: The Failure of Imagination" in Profiles of the Future:
| Law | Wording | Origin |
|---|---|---|
| First | "When a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that something is impossible, he is very probably wrong." | 1962 essay |
| Second | "The only way of discovering the limits of the possible is to venture a little way past them into the impossible." | same essay; named the second law later |
| Third | "Any sufficiently advanced technology is indistinguishable from magic." | a 1968 letter to Science, added to the 1973 revised edition |
Worldbuilding use of the Third Law: the line between magic and technology is the observer's understanding. Advanced tech treated as magic by characters (lost ancient machines, alien artifacts) lets you write soft-magic mystery for the characters while keeping hard rules in your notes.
Science fiction: hardness and extrapolation
Hardness
"Hard" SF keeps to known science; "soft" SF bends or ignores it for other interests (society, psychology, adventure). TV Tropes' Mohs Scale of Science Fiction Hardness is an informal, fan-made scale for this. A simplified ladder:
| Level (simplified) | Rule | Typical examples of the approach |
|---|---|---|
| Science in name only | science is decoration; anything goes | space fantasy |
| Several big exceptions | FTL, artificial gravity, aliens that can breathe our air, all at once | space opera |
| One big lie | one impossible thing, rigorously followed | a single FTL drive in an otherwise careful universe |
| Speculative science | only plausible extensions of known science | near-future and "mundane" SF |
| Known science only | nothing beyond current physics and engineering | techno-thrillers, realistic space missions |
Choose a level deliberately and hold it. Readers accept almost any level; they reject inconsistency within one.
The novum and extrapolation
Darko Suvin's novum (Metamorphoses of Science Fiction, 1979) is the novelty that sets an SF world apart from ours (more on worldbuilding fundamentals). The extrapolation method:
- Take one change (a technology, a discovery, an event).
- Trace consequences through economy, family, war, law, religion, status, everyday life.
- Go past the first-order effect. The idea that SF should predict the traffic jam, not just the car, is usually credited to Frederik Pohl; Quote Investigator traces its core to Isaac Asimov (1953).
- Ask who adopts it first (militaries, the rich, criminals, teenagers) and who is harmed.
- Ask what new crimes, jobs, slang, etiquette and fears appear.
Common SF technologies and their implications
| Technology | Real-physics caveat | Implications to trace |
|---|---|---|
| Faster-than-light travel | special relativity forbids accelerating matter past light speed; FTL travel or messaging in relativity can permit causality violation (effects before causes in some reference frames) | interstellar empires, trade, war; decide whether FTL communication exists (if not, news travels with ships) |
| Sublight interstellar travel | even at 10% of light speed, Proxima Centauri (about 4.2 light-years away) is over 40 years away | generation ships, sleeper ships, one-way colonies, cultural drift |
| Artificial intelligence | no physical barrier known; the questions are social and technical | labor, war, law (personhood), trust, surveillance, who owns the AI |
| Genetic engineering | real and advancing; complex traits are hard to engineer | inequality by design, new castes, designer pathogens, identity |
| Life extension | aging is multi-causal; no single cure known | inheritance, careers, gerontocracy, population, boredom, marriage "till death" |
| Nanotechnology | molecular manufacturing at scale is unproven | post-scarcity or new scarcity (energy, design rights), gray-goo fears |
| Cheap abundant energy | fusion is real physics but hard engineering | transport, desalination, climate, the collapse of petro-states |
| Space habitats | radiation, low gravity health effects, closed-loop life support | new polities, water and air as currency, isolation |
| Mind uploading | unknown whether possible | copies, identity, digital afterlife, legal death |
| Teleportation | destroys-and-rebuilds vs moves; information limits | transport collapse, identity questions, security |
Numbers that constrain
The rocket equation (Tsiolkovsky, 1903) links the velocity change a rocket can achieve to its exhaust velocity and mass ratio:
where is the fueled mass and the dry mass. Because the mass ratio grows exponentially, needing means a fueled rocket about times its dry mass. Cheap spaceflight in a story needs either a much better engine (higher ), a way to avoid carrying fuel, or a lower requirement (smaller planet, space elevator, launch from orbit).
Time dilation (special relativity): a clock moving at speed runs slow by the Lorentz factor
| Speed | One year aboard equals, at home | |
|---|---|---|
| 0.1 c | 1.005 | about 1 year and 2 days |
| 0.5 c | 1.155 | about 1.15 years |
| 0.9 c | 2.294 | about 2.3 years |
| 0.99 c | 7.089 | about 7.1 years |
Relativistic travelers come home to a world that has moved on: a built-in source of estrangement and tragedy.
Light-speed lag applies to communication even without travel: about 1.3 seconds each way to the Moon, minutes to Mars, years to the nearest star. Real-time control of distant fleets is impossible.
Technology-level consistency
- Tech clusters: capabilities come with prerequisites and consequences (see the table in societies and cultures). Gunpowder without changed fortifications, or printing without pamphlets, reads as wrong.
- Uneven distribution: the future (or the past) is not evenly spread. Capitals, militaries and the rich get new things first; frontiers lag.
- Legacy tech persists: horses alongside railways, swords alongside guns, paper alongside screens.
- Lost technology needs a reason it isn't rediscovered: missing materials, lost knowledge, taboo, dependence on infrastructure.
- Magic and tech interact: if a spell does a job, the tech for that job may never develop (why invent the pump when binders exist?), and vice versa.
Tech trees
A tech tree (popularised by strategy games such as Civilization) is a dependency graph: each technology requires others. For worldbuilding, sketch one even if nobody will see it:
Bronze working -> needs copper + tin (trade)
Iron working -> needs furnaces + charcoal
-> cheaper tools -> more farmland cleared
-> cheaper weapons -> larger armies
Writing -> scribes -> tax records -> bureaucracy
Tidebinding (invented) -> sluices -> reclaimed land
-> dyke economy -> Dyke Wardens' powerMagic and technology in games
In a game, magic and tech are verbs the player uses. The design priorities shift from reader understanding to player understanding and fairness. Broader game-world design is on game worlds.
| Mechanic | How it limits power | Feel | Watch out for |
|---|---|---|---|
| Mana or energy pool | shared resource across abilities | strategic budgeting | potion-chugging trivialises it |
| Cooldowns | time between uses per ability | rhythmic, tactical | waiting feels bad; rotation autopilot |
| Charges | several uses, then recharge | bursty, flexible | balancing burst damage |
| Consumable components | reagents, ammunition, scrolls | scarcity, preparation, looting | hoarding ("too good to use") |
| Health or life cost | power paid in survival | risk and desperation | death spirals |
| Heat, corruption or sanity meters | overuse causes side-effects | push-your-luck tension | punishing without warning |
| Preparation or casting time | vulnerable while casting | commitment | unresponsive controls |
| Environmental conditions | works only in certain places or times | exploration and planning | frustrating if unclear |
| Progression unlocks | abilities gained over time | growth, mastery | power creep; early game dull |
Design principles:
- Readability: the player must be able to see what a power will do, what it costs and why it failed. Clear visual and sound language (color per school, consistent silhouettes) is the game equivalent of Sanderson's First Law.
- Limitations create choices: a cost or cooldown forces the player to decide when, which is where skill lives.
- Agency over randomness: failure should be traceable to a decision, not a hidden roll.
- Consistency across world and mechanics: if lore says fire magic is forbidden, NPCs should react when the player uses it (otherwise it is ludonarrative dissonance).
- Balance against content: a flight spell breaks every level built on walls. Decide which verbs the world must resist.
- Systemic interactions: fire burns grass, water conducts lightning, ice freezes water into bridges. Consistent interaction rules let players invent solutions, which feels like the hard-magic payoff.
Common mistakes
| Mistake | Symptom | Fix |
|---|---|---|
| Costless magic | power solves everything; tension evaporates | add costs that bite and limits that matter |
| Forgotten capabilities | the teleport spell from chapter 3 would have solved chapter 20's problem | keep a capabilities list; for each plot problem, ask why existing powers don't solve it |
| Soft magic resolving the climax | the ending feels unearned | set up the rule earlier, or have the characters solve it without magic |
| No societal ripple | healing magic but medieval death rates; teleporters but caravans | run the ripple method across economy, war, law and daily life |
| Power creep | each book adds a bigger power | follow the Third Law: deepen existing powers |
| Rules that change for convenience | readers stop trusting the author | ledger every rule; break one only at a visible cost |
| Tech à la carte | lasers but no power grid; FTL but no interstellar economy | trace prerequisites and consequences |
| Physics homework | pages of mechanism, no story | show consequences; keep the mechanism in the notes |
| Every system at once | five magic systems, none explored | one system, explored deeply |
| Unreadable game powers | players don't know why an ability failed | clear feedback, consistent visual language |
Templates
Magic system sheet
SYSTEM NAME:
STORY/GAME PURPOSE: (theme, conflict, verb, wonder)
HARD-SOFT POSITION: hard / mixed / soft
SOURCE:
METHOD: (words, gestures, materials, will; time taken)
COSTS: immediate: delayed: cumulative:
LIMITATIONS (cannot do):
WEAKNESSES (can be countered by):
ACCESS: who, how many, by birth/training/purchase
LEARNING: how taught; institutions; secrets
VISIBILITY: can others see it and trace the caster?
RIPPLES:
economy:
warfare:
religion:
law:
medicine:
daily life:
HISTORY: discovered / lost / changed when?
RULES LEDGER IDS:
CAPABILITIES LIST (check against every plot problem):
OPEN QUESTIONS:Speculative technology sheet
TECHNOLOGY:
HARDNESS LEVEL: known science / speculative / one big lie
REAL-PHYSICS CAVEATS:
PREREQUISITES (materials, energy, knowledge, industry):
FIRST ADOPTERS:
WHO IS HARMED:
CONSEQUENCES:
economy:
family:
war:
law:
status and fashion:
crime:
everyday life:
NEW WORDS, JOBS, ETIQUETTE, FEARS:
WHAT IT MAKES OBSOLETE:
WHAT STILL DOESN'T WORK:Game ability sheet
ABILITY: SCHOOL / TYPE:
VERB (what the player does):
RESOURCE: mana / cooldown / charges / ammo / health
COST: COOLDOWN: RANGE:
CAST TIME: INTERRUPTIBLE? y/n
TELEGRAPH (what player and enemies see and hear):
SYSTEMIC INTERACTIONS: (fire + oil, water + shock...)
COUNTERS:
LORE HOOK (why it works this way in-world):
LEVELS IT COULD BREAK:
PLAYTEST NOTES:References
- Brandon Sanderson, "Sanderson's First Law" (2007) (opens in a new tab): the First Law; hard and soft magic; Tolkien as the soft-magic example
- Brandon Sanderson, "Sanderson's Second Law" (2011) (opens in a new tab): limitations, weaknesses and costs
- Brandon Sanderson, "Sanderson's Third Law of Magic" (2013) (opens in a new tab): expand before adding
- Brandon Sanderson FAQ: What are Sanderson's Laws of Magic? (opens in a new tab): the three laws in one place
- The Coppermind: Sanderson's Laws of Magic (opens in a new tab): fan wiki reporting the "Zeroth Law" from lectures and signings
- Arthur C. Clarke, Profiles of the Future (1962; revised 1973): "Hazards of Prophecy: The Failure of Imagination" and the three laws
- Clarke's three laws (Wikipedia) (opens in a new tab): wording and publication history
- TV Tropes: Mohs Scale of Science Fiction Hardness (opens in a new tab): informal, fan-made hardness scale
- Darko Suvin, Metamorphoses of Science Fiction (Yale University Press, 1979): the novum
- Quote Investigator: predicting the automobile vs the traffic problem (opens in a new tab): Asimov 1953, Pohl 1968
- Tsiolkovsky rocket equation (Wikipedia) (opens in a new tab): the equation, symbols, history
- Albert Einstein, "Zur Elektrodynamik bewegter Körper", Annalen der Physik 17 (1905): special relativity, the origin of time dilation