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Architecture design in "buff-heavy" game?

I've been trying to wrap my head around this architectural design problem. Think of a game that has lots of spells and buffs (World of Warcraft, Diablo II etc), i.e. spells may cause buffs on characters. Each buff may affect one or several properties. For example a frost bolt normally slows down the target it hits, but if it does a critical hit, it will freeze the target for a moment. The frost bolt will also cause cold damage. A shadow bolt might cause some kind of "black" damage and cause confusion (i.e. invert controls, randomize spell target etc).

I tried to map out the architecture for this kind of spell-buff system, but I'm having trouble connecting the dots. First I thought of entity-component system where each character would have a list of components (health, mana, input...), and each buff would "affect" all these components. The components would then choose whether or not the buff affects it. For example, a "damage-over-time" buff should affect the health component, but not the mana component. The aforementioned shadow bolt would affect both health and input components. However, this feels a bit iffy to do if there's tens or hundreds of buffs and components.

Any ideas on how to approach such a design?