|Usual Effect if any||Effect Name||Icon Name||Picture||Notes|
|EffectCutsceneImmobilize||Immobilized||ief_immob||Used for Bigby's Grasping Hand and Bigby's Crushing Hand|
|Held In Place||ief_held|
Not really used in NWN1, but NWN2 uses this for Solipsism which we might want to add. Is technically another kind of paralysis however.
|Area of Effect||ief_aoe|
Used in a variety of spells and abilities
We might want to make one for each instance of them, meaning we can more easily at a glance see what is applied.
|Ghost||ief_ghost||Can actually be applied to players by Vampire Shifter form. Mainly used by NPC ghosts and cubes.|
|EffectRunScript (Damage over time?)|
Damage over Time
|Idea: Done for each kind perhaps? or generic "Damage over Time"?|
|EffectKnockdown||Knockdown||ief_knockdown||Yes for some reason Knockdown hasn't got an icon!|
|EffectConfused||Madness||ief_madness||Used for a more powerful version of confusion|
|EffectConfused||Insanity||ief_insanity||Used for a more powerful version of confusion|
This would be for Irresistible Dance: https://www.dandwiki.com/wiki/3e_SRD:Irresistible_Dance
Notably some notes on this:
|EffectSpellLevelAbsorption||Globe of Invulnerability (or generic effect "Immunity to Spells by Level")||ief_globe||Used for various types of immunity|
|Summoned Creature||ief_summon||Summon Creatures are technically effects applied to the caster|
|EffectSwarm||Swarm of Summoned Creatures||ief_swarm||As Summon Creature|
|EffectTurnResistanceDecrease||Turn Resistance Decrease||ief_turninc|
|EffectTurnResistanceIncrease||Turn Resistance Increase||ief_turndec||Only used by Mummy's Bolster Undead, but still worth adding. Sadly the item property version won't have it applied (unless maybe we code it into the AI).|
Can't tell if increased or decreased, not sure we should include it though is really only used for NPCs.
Maybe have a "Increased" and "Decreased" version instead.
|EffectAbilityDecrease||Fatigue||ief_fatigue||Already got an icon for this one. Fatigue would bypass ability decrease immunity though.|
|EffectDamage||See below section||n/a||More damage types|
3.0 and 3.5 had lots of different damage types. Bioware tended to use Acid for a lot more (such as poison) and Magic as a generic magic damage. Might be fun to have other ones and for some it actually helps them quite a bit.
|Poison||Same as poison bar colour|
Cloudkill does poison damage usually: https://www.dandwiki.com/wiki/3e_SRD:Cloudkill
We can do GetIsImmune() with IMMUNITY_TYPE_POISON to assume 100% poison damage resistance. However would be better to add to creature hides etc. since we could apply poison damage to, say, Assassin abilities which might be good. However this won't cover these feats
Easiest option is to just have all cases of Poison damage be done via. a script to check for immunity (while also allowing the item property to affect it).
The Mindflayer monster abilities would benefit from this primarily.