ThisCalculator

Everyday

Magic Systems So Detailed Brandon Sanderson Would Approve

Updated · Standard formula, shown below

Mana Cost 19 mana
Spell Level
3
You entered
Caster Level
5
You entered

Magic Systems So Detailed Brandon Sanderson Would Approve

This article answers the question: which games feature magic systems so rigorous, consistent, and rule-bound that they would earn the admiration of Brandon Sanderson, the author famous for his “hard magic” systems? The following titles are the best examples, each with its own internally consistent logic that players can learn, predict, and exploit.

What Makes a Magic System “Sandersonian”?

Brandon Sanderson’s “Laws of Magic” are a set of principles he uses to design magic that feels real and satisfying. The First Law states that the author’s ability to solve conflicts with magic is directly proportional to how well the reader understands it. In game terms, this means the player should be able to look at a situation and say, “If I cast this spell here, this will happen because of this rule.” The Second Law is about limitations being more interesting than powers. A magic system with clear costs, trade-offs, and things it cannot do creates more strategic depth than one that is simply a list of superpowers. The Third Law encourages expanding on existing rules rather than adding new ones, so the system feels cohesive and deep rather than a random collection of effects.

Games That Nail the Formula

Several games have implemented magic systems that feel like they could have come from Sanderson’s notebooks. They are not just about choosing a spell from a list; they are about understanding the underlying physics (or metaphysics) that govern how magic works in that world.

  • Outer Wilds – The entire game is a simulation with consistent rules. The “magic” is the physics of a miniature solar system, and the player’s knowledge is the only “spellbook.”
  • Noita – Every pixel is simulated, and your wand is a programmable machine. The magic system is essentially a programming language where every effect (fire, electricity, acid) interacts with the environment and with each other in predictable, physics-based ways.
  • Divinity: Original Sin 2 – Its elemental magic system is a masterclass in emergent gameplay. Water conducts electricity, oil burns, and frozen surfaces cause slipping. The player can combine elements in unexpected ways to create new effects, and the game consistently honors these interactions.
  • Baldur’s Gate 3 – Based on Dungeons & Dragons 5e, it inherits one of the most detailed and rule-bound magic systems ever created. Every spell has a clear cost, duration, range, and a specific set of interactions with other spells and environmental effects.
  • Minecraft – Redstone is a form of magic that is purely logical. It follows a set of rules for signal strength, power, and component behavior that players can learn and use to build everything from simple doors to working computers.
  • Dishonored – The Outsider’s Mark grants powers that are consistent and have clear rules. Blink always teleports you to a line-of-sight location, and possession has a clear duration and cost. The game’s level design often presents puzzles that can be solved using the specific, predictable properties of these powers.

The Role of Rules and Limitations

What separates these systems from simple “mana pools” is the presence of hard rules and limitations. In Outer Wilds, the limitation is time itself; you only have 22 minutes before the sun goes supernova. This single rule forces the player to learn and apply knowledge efficiently. In Noita, the limitation is the wand’s recharge time, mana capacity, and the fact that your own spells can harm you. This means that building a powerful wand is a puzzle in itself, requiring the player to understand the rules of spell modification and casting order. In Divinity: Original Sin 2, the limitation is the action point economy and the physical/magic armor system. You cannot simply spam your most powerful spell; you must first break through the enemy’s defenses, and the elements you use to do so will have lasting effects on the battlefield.

How to Choose a Game for Yourself

If you are looking for a game with a deeply detailed magic system, consider what kind of “hardness” you prefer. Do you want a system that is purely logical and physics-based, like Minecraft‘s redstone? Or do you want a system that has a consistent internal logic but is more fantastical, like the elemental interactions in Divinity: Original Sin 2? Another question to ask is whether you want to be a “spell programmer” (like in Noita) or a “spell strategist” (like in Baldur’s Gate 3). The former is about building the perfect tool, while the latter is about using a fixed set of tools in the most creative way possible.

Common Misconceptions About Detailed Magic Systems

A common misconception is that a detailed magic system means a complex one. Sanderson’s own systems are often elegant and simple at their core. The complexity comes from the interactions, not the base rules. Another misconception is that a hard magic system is always better than a soft one. A soft magic system, like the Force in the original Star Wars trilogy, is used to create a sense of wonder and mystery. A hard magic system, like the one in Fullmetal Alchemist (manga/anime), is used to create a sense of fairness and intellectual engagement. Both have their place, but the question at hand is specifically about the “Sandersonian” hard magic approach.

Frequently Asked Questions

Is the magic in Elden Ring a “hard” magic system?

No, Elden Ring‘s magic is largely “soft.” The game does not explain the underlying rules of glintstone sorcery or incantations. Spells are simply tools with a cost and an effect. The game is more about the player’s skill and build than about understanding a consistent magical theory.

What about the magic in The Elder Scrolls V: Skyrim?

Skyrim’s magic is also relatively soft. There are schools of magic, but the rules are vague. For example, why does a fireball not ignite a wooden floor? Why does a frost spell not freeze water? The game does not offer a consistent internal logic, so it does not meet the Sandersonian standard.

Can a magic system be too hard?

Yes. If a magic system is so rigid and predictable that it feels like a physics engine, it can lose a sense of wonder. Sanderson himself notes that a balance is needed. The best systems have clear rules but also a sense of mystery about the deeper nature of magic, which can be explored in the story.

Are there any tabletop RPGs with a particularly good hard magic system?

Many. The GURPS system has a very detailed and customizable magic system. Mage: The Ascension has a system based on spheres of reality that is extremely logical, though it is more about belief than physical laws. Burning Wheel has a system where magic is tied to a character’s beliefs and instincts, making it very consistent within the fiction.

Why do so many games fail to create a hard magic system?

Creating a hard magic system is difficult. It requires the developers to think through all the logical implications of every spell and to program those interactions into the game. This is time-consuming and expensive. It is easier to create a system where spells are just damage numbers with a visual effect.

Is there a game that is purely about magic as a science?

Outer Wilds is the closest to this. The “magic” is the game’s physics, and the player is essentially a scientist exploring a solar system to understand its rules. Noita also has a strong claim, as its magic is a programmable system that the player can experiment with like a lab.

Related

Formula used
in t | Spell Level | - | 3 | 1
in d | Caster Level | - | 5 | 1
out mana | Mana Cost | mana | round(10 + t * 2 + d * 0.5, 0) | 0

Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work

Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.