This page includes an Idea classification system that provides a framework for understanding how different presentations of an Idea can have subtle differences in manifestation and ability expression, as well as an ability classification system that can be used for flavor labeling if desired.
While not required for character creation, this guide may help in conceptualizing how an Edeia's relationship to their Idea affects their powers and identity. These categories are not mutually exclusive; some Ideas may reasonably fit multiple classifications depending on the individual Edeia's interpretation. Individual interpretation remains the primary factor, and this system is intended as a thinking tool rather than a rigid requirement.
There are two axes for consideration: Abstract ↔ Concrete (how removed the Idea is from physical reality), which can be considered as related to the grammatical structure of the Idea, and Concept ↔ Object (what type of thing the Idea refers to), which is related to the actual meaning of the Idea.
Each Idea class is described below.
These Ideas capture concepts that are not represented in physical reality. These are typical among Edeia.
When making Edeia with abstract Ideas, you will only be required to provide definitions/interpretations for ambiguous, obscure, or new terms, and you will only be required to provide additional character details for "negative experience" Ideas. If your character Idea does not match the Edeia lore, alternative Ideas or adjusted character origins may be suggested.
The most typical category of Ideas. Pure abstractions with no concrete referent or subject being described.
The Edeia identifies as the abstract concept itself.
Abilities typically relate to influencing the world and other entities with their concept.
Examples: Joy, Kindness, Courage, Wisdom, Freedom, Justice
Ideas presented in the form "the [adjective]," describing entities that possess certain traits.
The Edeia identifies as the archetype of entities with these characteristics.
Abilities often relate to how the underlying concept manifests in individuals, and may involve influencing individuals to take on more characteristics of the archetype.
Examples: The Fearless, The Trustworthy, The Wise, The Corrupt
Ideas representing the abstract conceptualization of types of beings, entities, or intangible objects. They are typically in the form of a singular noun.
Identification tends to be with the abstract concept of what that entity/object is—"I represent the very concept of [Idea]."
Abilities tend to be general, relating to the conceptual understanding of the entity/object.
Examples: Dragon, Demon, Kami, Hero, Gremlin, Secret
Ideas representing abstract instances or collections of beings, entities, or intangible objects, typically presented as pluralized nouns.
Identification tends toward how their Idea exists or manifests in reality. "I represent the [objects] across the universe." Focus tends to be on instances rather than the abstract concept itself.
Abilities may relate to creation, manipulation, or influence over existing instances.
Examples: Secrets, Fears, Memories, Dreams
These are Ideas rooted in physical reality but approached through abstracted understanding. They range from less common to rare among Edeia.
When making Edeia with concrete Ideas, you will always be required to provide a definition/interpretation with an abstracted understanding, along with additional character details (how they came to identify and Actualize with that Idea). If your character Idea does not match the Edeia lore, your request may be refused.
Ideas representing observable physical processes or phenomena. These are relatively uncommon among Edeia.
Identification with the phenomenon through abstracted understanding of its nature and significance.
Abilities often involve both causing/manipulating the phenomenon and working with its abstracted meaning.
Examples: Freezing, Sound, Heat, Blooming, Combustion
Ideas representing the concepts of concrete, tangible objects that exist in physical reality. They are typically represented as singular nouns. These are very uncommon among Edeia.
Identification with the concept of the physical object through abstracted understanding.
Abilities tend to relate to the abstracted meaning of the object, rather than literal manipulation.
Personal expression often manifests similarly to the object's perceived purpose or significance.
Examples: Chair, Knife, Bottle, Mirror
Ideas representing instances of concrete, tangible objects that exist in physical reality. They are typically represented as pluralized nouns. These are very uncommon among Edeia.
Identification with the physical object as it exists in reality through abstracted understanding.
Abilities may relate to creation, manipulation, or influence over existing instances, typically relating to the abstracted meaning rather than literal definition.
Examples: Doors, Shields, Vessels, Mirrors
This is a non-exclusive classification system for categorizing idea magic abilities by their general nature. Tags are meant as a descriptive and conceptual tool, not a mechanical or logistical framework—most abilities will carry multiple tags, and some abilities may sit ambiguously between two.
You may use these tags with the official Edeia code (see Edeia Development) if you wish! You are free to modify and add any tags you like as well—the intent of this system is to have a way to understand the general gist of abilities at a glance.
A broad category of abilities that allow an Edeia to gain or have innate knowledge about someone or something, including knowledge of a domain.
Sensory abilities—detecting information through an extended, altered, or novel sense.
Abilities that provide the Edeia themself with understanding beyond mere sensory detection.
Abilities that reveal information, understanding, or experience to another individual. May overlap with Insight when an ability grants understanding to both the Edeia and others, but can also stand alone—some abilities reveal something to another party without the Edeia gaining any equivalent insight themself.
Example: Thesis's Revelation ability shares brief glimpses of their visions and foresight with another through physical contact.
Abilities that alter the nature or capacity of the Edeia's own mind—processing multiple things simultaneously, perfect or expanded memory, or comprehending scales of information beyond what a normal mind could parse. Distinct from Insight, which is directed at understanding something specific; Cognition concerns the Edeia's own mental architecture and capacity, independent of any target.
Examples: Data's Parallel Processing, in which they think about entirely unrelated things simultaneously without any physical distribution of self. Possibility's capacity to process infinite possibilities across all times, places, and outcomes at once.
A broad category of abilities that bestow magical effects on other entities, including objects, living things, certain actions, etc. without necessarily altering physical form.
Enchantment that grants a beneficial ability, effect, or other advantage to another.
Enchantment that confers a negative or harmful effect on whatever or whoever it is cast on.
A broad category of abilities that change aspects of the world or other beings beyond the Edeia.
Alteration of objects and other inanimate matter.
Alteration of the physical form of other living beings.
Example: Blight's Infective Conversion transforms an infected individual's form, biology, and magical nature into those of a blighted species.
Abilities that alter, erase, or fabricate a fact, record, memory, history, or other aspect of existing reality by targeting something as it exists in reality, causing the change to propagate to everyone and everything that meets the relevant condition (knows it, witnessed it, has it written, is made of it, etc.) without the Edeia needing to identify or act on each target individually.
Distinct from Influence, which acts directly on specific individuals' minds, actions, or perceptions rather than on the underlying fact. Distinct from Transmutation/Metamorphosis, which change an object or being's current form going forward—Reality Alteration can retroactively rewrite what was always true, propagating that change to every record, memory, and physical instance of it. Because the target is the fact or reality itself rather than any person, this can apply even when only one individual happens to be affected, so long as the ability is reaching them through the underlying reality rather than targeting them directly.
Examples: Morph's ability to rewrite memories en masse or alter records on a large scale. ███'s Bury the Truth targets "the memory of a particular fact" and modifies the knowledge of everyone with metaphysical traces to it, ███'s Rewrite the Reality imposes parts of a different timeline upon the current timeline, altering true history as it exists in the world.
Abilities that act directly on souls other than the Edeia's own in ways beyond an Edeia's base soul manipulation abilities—guiding, severing, redirecting, protecting, reading, encouraging their formation, or creating them. Note that abilities that create souls are exceedingly rare, though encouraging the formation of them is somewhat more common.
Examples: Certain abilities of Life and Death. Life's Inspire, guiding a soul from the ethereal plane into a body. Death's Expire, severing a soul's connection from its body. Aetherium's Ethereal Warden and Medium abilities, which guard, redirect, and read the souls of others.
Abilities that change the Edeia's form or the way they are perceived beyond simple shapeshifting. For instance, they may appear "familiar" or be invisible to all but individuals that fulfill certain conditions.
Example: Repose's Spectral ability allows them to choose whether or not mortals can see them. For instance, they could be in a hospital room, and only the patient and not the visiting family would be able to see them.
A broad category covering abilities that alter an individual's experiences, actions, or future, without necessarily granting them anything or changing their form.
Example: Auspice's Ideal ability can grant visions, dreams, and other experiences where an individual can envision the self that they truly want to be; after the experience the thread of possibility is pushed towards the direction of becoming that true self.
Influence used with the purpose of preventing detection, discouraging investigation, or redirecting suspicion away from something, including abilities that conceal, hide, or otherwise warp something to make it harder to perceive or parse for other individuals, without changing the underlying truth or record itself. Illusory abilities may fall under this tag. Though obfuscation abilities can be applied to objects, the effect is influence on others' capacity to perceive it, so it can still fall under influence.
Example: ███'s Redirect the Gaze ability can alter others' levels of doubts and suspicions regarding an individual, fact, incident, etc.
A broad category of abilities that might manifest objects, bodies, and phenomena in the world.
Abilities that manifest physical objects or energy. Can take the Permanent modifier if the created object or energy persists independently.
Abilities that create a persistent space, pocket dimension, or localized alteration of reality's rules—distinct from Creation, which concerns discrete objects or energy, and from Reality Alteration, which concerns facts and records rather than physical or metaphysical space.
Example: Sanctuary's ability to create a metaphysical distortion of reality forming a Sanctuary, a space offering respite and protection.
Abilities that manifest a being with partial or full autonomy that is not considered the Edeia themself. Distinct from Creation, which produces inert objects or energy, and from Multipresence, which remains the same soul and ego throughout.
Example: Morph's Butterflies, non-sentient magical constructs that can act with some independence and through which Morph can perceive, but which are not Morph themself. Life and Death's avatars, which have similar function.
Abilities that allow the Edeia to exist in multiple places (or times) at once as the same soul and ego—not a psychological plurality. Instances may or may not share memory in the moment, but there is no divergence of identity between them.
Example: Blight's Mitosis lets them exist across multiple bodies; the bodies do not actively share perception with one another, but all are equally and entirely Blight.
Abilities that allow travel beyond the Edeia default—that is, faster, more accurate, more reliable, or otherwise expanded travel compared to the baseline (and often somewhat inaccurate) long-distance Abstraction crossing available to all Edeia. Includes unconventional forms of travel such as time travel or timeline travel.
Example: Roscha, Impartiality of the Waters, can travel with high accuracy to any connected body of water.
Abilities that alter the Edeia's own metaphysical state or existence—distinct from presentation, which concerns form and perception. Includes but is not limited to:
Independent divergence: creating separate instances of oneself that develop entirely independently, sharing only a common origin, each capable of their own path (including their own Actualization).
Existence-blending: temporarily merging or sharing one's existence with another being.
Metaphysical mimicry: temporarily adopting another's metaphysical properties or "becoming" them both physically and metaphysically.
Assimilation: metaphysically incorporating others into their own existence, whether temporarily or permanently.
Examples: Identity exists as countless instances across time and space, each with the potential to Actualize into a different Identity—fully independent despite the shared source. Possibility can temporarily blend their existence with another, making them a Mote of Possibility, who may eventually Actualize into Possibility or have the connection fade.
Can be applied to any tag above.
The ability can only be used or is only effective if certain conditions are met.
The ability's effects are indefinite and require no additional magic or focus to maintain.
The ability requires no activation—it is simply always active or ongoing. Distinct from Permanent: an ability can be Passive without being Permanent (e.g. an ongoing awareness that stops the moment a condition ends), or Active but Permanent (e.g. a one-time cast with a lasting result).
The ability manifests as an area effect surrounding the Edeia, whether passive, actively controlled, or both. Describes the ability's delivery/range rather than its underlying nature—pair with whichever core tag(s) describe what the aura actually does (e.g., an emotion-affecting aura would be Aura Influence).
The ability is, by default, meant to affect a wider physical space or region rather than a single, specific target. Distinct from Aura, which is centered on and surrounds the Edeia's own person—Area abilities can be directed elsewhere. An Alteration ability that reshapes an entire landscape rather than a single tree, for instance, would carry this modifier.