<NME> SpellEffectPoison.cs
<BEF> ADDFILE
<MSG> Classes for managing persistent spell/status effects on the character
<DFF> @@ -0,0 +1,41 @@
+﻿using UnityEngine;
+using System.Collections;
+
+public class SpellEffectPoison : SpellEffect {
+
+	private int DOT; //The amount of damage per counter tick.
+
+	public override void ApplyEffect ()
+	{
+		playerUW= this.GetComponent<UWCharacter>();
+		///TODO: Assign a poison effect to an npc?
+		/// 
+		if (playerUW!=null)
+			{
+			playerUW.Poisoned=true;
+			}
+		DOT=Value/counter;//How many hp per tick gets knocked off the players health.
+		base.ApplyEffect();
+	}
+
+	public override void CancelEffect ()
+	{
+		playerUW.Poisoned=false;
+		base.CancelEffect();
+	}
+
+	public override void EffectOverTime ()
+	{
+		Debug.Log ("DOT on poison");
+		playerUW.CurVIT=playerUW.CurVIT-10;
+		base.EffectOverTime ();
+	}
+
+	void Update()
+	{
+		if ((playerUW.Poisoned==false) && (Active==true))
+		{
+			CancelEffect();
+		}
+	}
+}

Classes for managing persistent spell/status effects on the character