Magic 2.0 Books in Order
Part ofScott Meyer Books in OrderExplore the Magic 2.0 books in order by Scott Meyer, with quick summaries, series background, and help choosing where to start this comic fantasy adventure.
Last updated: July 4, 2026
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Magic 2.0 books in publication order
6 books
Off to Be the Wizard
by Scott Meyer
2013
Martin Banks learns reality is just editable code, which means he can change almost anything. After drawing too much attention in the present, he flees to medieval England, poses as a wizard, and discovers power does not make life simpler.
Spell or High Water
by Scott Meyer
2014
Martin heads to Atlantis hoping to repair his love life and get better at controlling reality. Instead he walks into a summit full of political tension, mystery, and the kind of rotten luck that follows him everywhere.
An Unwelcome Quest
by Scott Meyer
2015
Martin and the other wizards are trapped inside a hostile, game-like world built by a vengeful former apprentice. Cut off from their usual magic, they have to survive monsters, glitches, and each other.
Fight and Flight
by Scott Meyer
2017
Martin and his friends think creating dragons is a great idea, right up until the dragons start causing havoc. As they scramble to contain the damage, an angry girl with powerful allies sets out to make the wizards pay.
Out of Spite, Out of Mind
by Scott Meyer
2018
Brit’s reckless time-hopping has left her sharing a timeline with other versions of herself, and now the glitches are turning dangerous. While Phillip tries to help in secret, the rest of the group stumbles into proposals, attacks, and old enemies.
The Vexed Generation
by Scott Meyer
2019
Mattie and Brewster Banks think their parents are boring until a robed visitor appears and their mother and father are frozen in place. Chasing answers pulls the twins into a hidden world of magic, time travel, and family secrets.
Magic 2.0 books in chronological order

Off to Be the Wizard
by Scott Meyer
2013Magic 2.0, Book 1
Spell or High Water
by Scott Meyer
2014Magic 2.0, Book 2
An Unwelcome Quest
by Scott Meyer
2015Magic 2.0, Book 3
Fight and Flight
by Scott Meyer
2017Magic 2.0, Book 4
Out of Spite, Out of Mind
by Scott Meyer
2018Magic 2.0, Book 5
The Vexed Generation
by Scott Meyer
2019Magic 2.0, Book 6
Series background & context
Magic 2.0 starts with one of Scott Meyer’s best high-concept ideas: what if magic was really just computer access? In Off to Be the Wizard, Martin Banks discovers that reality is controlled by editable code, and once he starts tampering with it, modern life becomes a dangerous place to stay. His answer is to jump back to medieval England, put on a robe, and pass himself off as a wizard.
That plan works about as well as you would expect.
The series mostly follows a loose circle of geeks, time travelers, and accidental schemers who all know how to alter the file that runs the world. Martin is the entry point, but he is hardly the only one making a mess of things. Philip, Gwen, Brit, and the rest each bring their own mix of competence, insecurity, and bad judgment, which matters because nobody in these books gets to have world-bending power without also collecting consequences. The group chemistry is a big part of the appeal. These characters bicker, panic, improvise, and make terrible decisions in ways that feel more human than heroic.
A lot of the fun comes from the setting. Medieval England gives the series its King Arthur flavor and plenty of fish-out-of-water comedy, but the story does not stay boxed in there. Atlantis, other time-traveler colonies, and different points on the timeline keep widening the map, so the books can shift from castle farce to murder mystery to time-travel disaster without feeling like they have wandered into a different world. Meyer gets a lot of mileage out of the clash between programmer thinking and old-fashioned fantasy scenery.
The through line is not neat heroism. It is the fallout that comes when smart people start treating reality like a sandbox. In Spell or High Water, politics and romance get tangled up at an Atlantis summit. In An Unwelcome Quest, the group is trapped inside a hostile, game-like world without their usual advantages. Fight and Flight adds dragons, which turns out to be an awful idea, and Out of Spite, Out of Mind leans into the glitches and doubled selves that time travel has been quietly building toward all along.
The tone stays light, talky, and very aware of how silly the premise can be, but the stakes are still real enough to keep the story moving. These are not giant epic fantasies. They are quick, clever mashups of science fiction, fantasy, and nerd comedy, built around the gap between what the characters can do and what they should do. By The Vexed Generation, the focus widens to Martin and Gwen’s teenagers, Mattie and Brewster, which gives the series a fresh angle without losing the central appeal. If you like banter, magical disasters, and time travel used by people who really should know better, this series has a very clear lane.
Edited by
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