Here is a list of the possible immunities a denizen might have.
Note: This list is not complete. Suggested additions are welcome.
Mundane Cold: The denizen takes 0 dmg from non-magical cold. It is effected normally by magical cold.
Cold Resistance: The denizen takes 0 dmg from non-magical cold. It takes half dmg from magical cold.
Magical Cold: The denizen takes 0 dmg from non-magical cold. It takes 0 dmg from magical cold.
Note: Mundane cold = blizzards, freezing lakes etc.. Magical Cold = Ice0 - Ice5 and other cold related spells.
Mundane Fire: The denizen takes 0 dmg from non-magical heat and fire. It is effected normally by magical fire.
Fire Resistance: The denizen takes 0 dmg from non-magical heat and fire. It takes half dmg from magical fire.
Magical Fire: The denizen takes 0 dmg from non-magical heat and fire. It takes 0 dmg from magical fire.
Note: Mundane heat and fire = torches, bonfires etc.. Magical Fire = Fire0 - Fire5 and other heat related spells.
Mundane Acid: The denizen takes 0 dmg from non-magical acid. It is effected normally by magical acid.
Acid Resistance: The denizen takes 0 dmg from non-magical acid. It takes half dmg from magical acid.
Magical Acid: The denizen takes 0 dmg from non-magical acid. It takes 0 dmg from magical acid.
Note: Mundane acid = sulphuric acid, corrosive liquids etc.. Magical Acid = Acid0 - Acid5 and other acid related spells.
Mundane Electricity: The denizen takes 0 dmg from non-magical electricity. It is effected normally by magical electricity.
Electricity Resistance: The denizen takes 0 dmg from non-magical electricity. It takes half dmg from magical electricity.
Magical Electricity: The denizen takes 0 dmg from non-magical electricity. It takes 0 dmg from magical electricity.
Note: Mundane Electricity = natural lightening strikes, generated electricity etc.. Magical Electricity = Bolt0 - Bolt5 and other electricity related spells.
Mundane Earth: The denizen takes 0 dmg from non-magical earth attacks. It is effected normally by magical earth attacks.
Earth Resistance: The denizen takes 0 dmg from non-magical earth attacks. It takes half dmg from magical earth attacks.
Magical Earth: The denizen takes 0 dmg from non-magical earth attacks. It takes 0 dmg from magical earth attacks.
Note: Mundane Earth = sandstorms, rock slides etc.. Magical Earth = Earth0 - Earth5 and other earth related spells.
Mundane Wind: The denizen takes 0 dmg from non-magical wind attacks. It is effected normally by magical wind attacks.
Wind Resistance: The denizen takes 0 dmg from non-magical wind attacks. It takes half dmg from magical wind attacks.
Magical Wind: The denizen takes 0 dmg from non-magical wind attacks. It takes 0 dmg from magical wind attacks.
Note: Mundane Wind = tornados, hurricanes, etc.. Magical Wind = Wind0 - Wind5 and other wind related spells.
Mundane Poison: The denizen takes 0 dmg from non-magical poison. It is effected normally by magical poison.
Poison Resistance: The denizen takes 0 dmg from non-magical poison. It takes half dmg from magical poison.
Magical Poison: The denizen takes 0 dmg from non-magical poison. It takes 0 dmg from magical poison.
Note: Mundane Poison = snake bites, brewed poisons etc.. Magical Poison = Poison0 - Poison5 and other poison related spells.
Black Magic Resistance: The denizen takes half dmg from black magic.
Black Magic: The denizen takes 0 dmg from black magic.
Note: Black Magic includes Dark0 - Dark5 however it might not include spells such as Animate Dead depending on the denizen.
White Magic Resistance: The denizen is cured for half as many hit points as normal from curative magic.
White Magic: The denizen can not be cured with curative magic.
Note: Ressurrection and Raise Dead may or may not effect denizens immune to white magic.
Magic Resistance: Spells are half strength vs. this denizen.
Magic: The denizen is not effected by magic.
Physical Weapons Resistance: The denizen takes half dmg from physical weapons.
Physical Weapons: The denizen can only be harmed with magic.