Classification System for Magical Afflictions 

This lore is fairly complex and not critical to develop characters related to pathogens/infections/afflictions. Still, it is here for your enjoyment if you would like to use it.

Magical and supernatural pathogens and afflictions exist in Ideation, though not all magical phenomena that "spread" are necessarily classified as infectious with CSMA. Most were created by Edeia such as Blight, though some were brought in from other dimensions. Magical pathogens of other dimensions, however, tend to have reduced potency and effects on native Ideation individuals while in the universe of Ideation due to Firmament's stabilizing effects.

During the Age of Secrecy, Blight collaborated with other Edeia along with Order's research efforts to establish CSMA, a classification system for magical/supernatural pathogens, or biological pathogens of magical origin and/or with magical effects. It was versatile enough that it was used for some other magical non-pathogenic/non-infectious afflictions as well. Generally, CSMA is only officially used for afflictions (things with negative effects), but some might borrow elements of CSMA to explain their abilities. 

By the Age of Reunion, almost all Cd10 and highly dangerous pathogens were eliminated (in united society) or eradicated. 

Terminology

Many of these more specific terms are only used by those who work in areas of public health, research on these phenomena, and accessibility, which involves more nuanced understanding of such phenomena. The general public does not necessarily have these terms in their vernacular, and most Edeia do not think of their abilities with the framework of these terms and CSMA. 

influence: direct Edeia magic used upon an individual and its effects. 

agent: something independent from an Edeia that can cause metaduction, including afflictogens. That is, once the Edeia releases the agent, it requires no further maintenance to take effect, though some may become weaker over time. It may take a physical form or not, but is needs to have some kind of distinct existence and sense of presence. 

metaduction: an induced change in an individual's biology/physiology, psychology, behaviors, emotions, etc., whether done through direct Edeia influence or through agents. This has the following subterms

afflictogen: an agent that can cause afflictions. 

pathogen: an agent that has a full or partial biological basis

enchantogen: an agent that has exclusively magical effects.

ontogen: an agent that induces ontogenesis. Ontogens also have subcategories: 

Notes on Edeia and Afflictions/Pathogens

You may use CSMA for afflictions and pathogens made by your own Edeia, but keep a few notes in mind: 

Classification System for Magical Afflictions (CSMA)

Each pathogen/affliction is classified using a string of descriptors separated by periods for each category, with most attributes scored on a scale of 0-10.  

The basic format is:

[Pathogen Characteristics: H[types].P[#].I[#].S[type][#].D[type][#].T[#].V[type][#]] •
[Host Effects: M[#].C[type][#].L[type][#].A[type][#].W[#]]

For instance: Hm.P8.I2.Ss9.Dp8t6.T4.Vp10r8 • M3.Ci7c5.Li8.Am9t6.W2

For more specific examples, you can see Blight's profile

Pathogen Characteristics

Hazard Types (H)

The method of transmission. A pathogen can have multiple categories—Hbx are semi-biological curses, Hbm may require acquiring certain knowledge after biological exposure, Hcr may be triggered by perception which leads to compulsory conducting of a ritual that causes the infection, etc.

Potency (P) [0-10]

The "dominance" of the pathogen over other illnesses and magical phenomena. An infected individual be infected by magical pathogens of a lower potency, but may experience minor effects from those of the same or slightly higher potency. A pathogen with significantly higher potency (i.e. 3 levels above) has the potential to completely replace an existing pathogen. 

Infectivity (I) [0-10]

Ease of transmission, factoring in intention requirement (deliberate vs accidental) and environmental persistence. This can be an aggregate score or separated into: 

If infectivity is high on most measures but low in one, that can be specified though, for instance, I9c0, which indicates high environmental infectivity that cannot spread from person to person. 

Stability (S) [0-10]

A category assessing the mutation rate of the pathogen itself, factoring in consistency of symptoms and pathogen characteristics across hosts at the same time and/or over time.

Dormancy (D) [0-10]

How long it takes for the pathogen to take effect and how difficult it is to trigger. 

Transmission Complexity (T) [0-10]

Higher scores correspond to higher number of required transmission steps, more specific environmental conditions needed, increased prevalence of asymptomatic carriers, etc. T0 pathogens can infect others for absolutely no reason, T1 pathogens may require a simple action (biting, blood contamination, etc.). 

An example of a T10 magical might involve an initial magical-biological exposure that grants knowledge of a complex ritual that allows  the individual to perceive a certain cognitohazardous entity, which compels them to seek out another certain biological exposure that will reveal another ritual where they can perceive the entity again; this may repeat a few times before the whole memetic process contributes to rewriting their metaphysical state. 

The "end" of what is considered required for the transmission complexity sequence may vary, but usually it is determined by when the individual becomes infectious themself. 

Severity (V) [0-10]

The pathogen's characteristics regarding permanence vs. spontaneous recovery and resistance to treatment. Can be an aggregate score or separated into these two categories:

Host Effects

Mutation (M) [0-10]

How much the body's form and physiology has changed. 

Cognitive Impact (C) [0-10]

Subtypes:

Lifespan Modification (L) [0-10]

Augmentation (A) [0-10]

The degree to which the infected gain new abilities. If there is no subtag, all abilities are included or it is an aggregate score. 

Optional subtypes:

Weakness (W) [0-10]

Development of new weaknesses, such as sensitivity to certain things, or certain things become toxic to them.