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Cold Damage: Difference between revisions
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=== Gear that Inflicts Cold Damage=== | === Gear that Inflicts Cold Damage=== | ||
{| class="wikitable mw-collapsible" style="width: 100%;" | {| class="wikitable mw-collapsible" style="width: 100%;" | ||
! colspan="7" | | ! colspan="7" | Gear that Inflicts Cold Damage | ||
|- | |- | ||
!Image | !Image | ||
Line 250: | Line 250: | ||
|} | |} | ||
== | ==Attacks== | ||
===Spells=== | |||
[[File:Spell Slot Icon.png|alt=Spell Slot Icon|left|frameless|25x25px]]All classes can make use of spells, by them being a core aspect of their class (or subclass) combat, or by utilizing Spell Scrolls to achieve the result. The spells that inflict or impact {{DamageType|Cold}} damage are listed below with their damage values and descriptions. | |||
{| class="wikitable" | |||
|+Spells that focus on {{DamageType|Cold}} Damage | |||
{| class="wikitable | |||
|+ | |||
! | ! | ||
!Name | |||
!Name | |||
!Spell Level | !Spell Level | ||
!Base {{DamageType|Cold}} Damage | !Base {{DamageType|Cold}} Damage | ||
Line 346: | Line 264: | ||
!AOE | !AOE | ||
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]]Saving Throw | ![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]]Saving Throw | ||
!Special {{DamageType|Cold}} Factors | !Special {{DamageType|Cold}} Factors | ||
|- | |- | ||
|[[File:Armour Of Agathys Icon.png|alt=Armour of Agathys Icon|frameless|100x100px]] | |[[File:Armour Of Agathys Icon.png|alt=Armour of Agathys Icon|frameless|100x100px]] | ||
|[[Armour of Agathys]] | |[[Armour of Agathys]] | ||
| 1 | |1 | ||
|{{DamageText|5|Cold}}* | |||
|{{DamageText|5|Cold}}* | |{{DamageText|5|Cold}}* | ||
| | | | ||
| | | | ||
Line 374: | Line 292: | ||
|{{DamageText|1d8 (1~8)|Cold}} | |{{DamageText|1d8 (1~8)|Cold}} | ||
| | | | ||
|✓ | | ✓ | ||
|Constitution: Halve | |Constitution: Halve | ||
| | | | ||
|- | |- | ||
|[[File:Spell Conjuration ConjureElemental Water.png|alt=Conjure Elemental: Water Elemental|frameless|100x100px]] | |[[File:Spell Conjuration ConjureElemental Water.png|alt=Conjure Elemental: Water Elemental|frameless|100x100px]] | ||
|[[Conjure Elemental]]: Water Elemental | | [[Conjure Elemental]]: Water Elemental | ||
|5 | |5 | ||
| rowspan="3" |Consult Summoned Elemental Actions table | | rowspan="3" |Consult Summoned Elemental Actions table | ||
Line 386: | Line 304: | ||
| | | | ||
| | | | ||
| rowspan="2" |Only one entity can be summoned from [[Conjure Elemental]] at a time | | rowspan="2" | Only one entity can be summoned from [[Conjure Elemental]] at a time | ||
|- | |- | ||
|[[File:Spell Conjuration ConjureElemental HigherLevel Water.png|alt=Conjure Elemental: Water Myrmidon|frameless|100x100px]] | |[[File:Spell Conjuration ConjureElemental HigherLevel Water.png|alt=Conjure Elemental: Water Myrmidon|frameless|100x100px]] | ||
|[[Conjure Elemental]]: Water Myrmidon | |[[Conjure Elemental]]: Water Myrmidon | ||
|6 | |6 | ||
| | | | ||
Line 396: | Line 314: | ||
|- | |- | ||
|[[File:Spell Conjuration ConjureMinorElementals IceMephit.png|alt=Conjure Minor Elementals: Ice Mephits|frameless|100x100px]] | |[[File:Spell Conjuration ConjureMinorElementals IceMephit.png|alt=Conjure Minor Elementals: Ice Mephits|frameless|100x100px]] | ||
|[[Conjure Minor Elemental]]: Ice Mephits | |[[Conjure Minor Elemental]]: Ice Mephits | ||
|4 | | 4 | ||
| | | | ||
| | | | ||
Line 408: | Line 326: | ||
|{{DamageText|1d4 (1~4)|Cold}}* | |{{DamageText|1d4 (1~4)|Cold}}* | ||
|N/A | |N/A | ||
| ✓ | |✓ | ||
| | | | ||
| | | | ||
Line 415: | Line 333: | ||
|- | |- | ||
|[[File:Spell Evocation FireShield Warm.png|alt=Fire Shield: Chill Icon|frameless|100x100px]] | |[[File:Spell Evocation FireShield Warm.png|alt=Fire Shield: Chill Icon|frameless|100x100px]] | ||
|[[Fire Shield (Chill)|Fire Shield: Chill]] | |[[Fire Shield (Chill)|Fire Shield: Chill]] | ||
|4 | |4 | ||
|{{DamageText|2d8 (2~16)|Cold}}* | |{{DamageText|2d8 (2~16)|Cold}}* | ||
|N/A | |N/A | ||
| | | | ||
| | | | ||
| | | | ||
|Damage inflicted upon being melee attacked | |Damage inflicted upon being melee attacked | ||
10 Turn Duration | 10 Turn Duration | ||
|- | |- | ||
|[[File:Glyph of Warding Cold Icon.png|alt=Glyph of Warding: Cold Icon|frameless|100x100px]] | |[[File:Glyph of Warding Cold Icon.png|alt=Glyph of Warding: Cold Icon|frameless|100x100px]] | ||
Line 446: | Line 364: | ||
10 turn duration | 10 turn duration | ||
|- | |- | ||
|[[File:Ice Knife Icon.png|alt=Ice Knife Icon|frameless|100x100px]] | |[[File:Ice Knife Icon.png|alt=Ice Knife Icon|frameless|100x100px]] | ||
|[[Ice Knife]] | |[[Ice Knife]] | ||
|1 | |1 | ||
Line 453: | Line 371: | ||
| | | | ||
|✓ | |✓ | ||
|Dexterity: Negate | | Dexterity: Negate | ||
|Creates Ice Surface | |Creates Ice Surface | ||
Identical to Monk Ki spell, Blade of Rime | Identical to Monk Ki spell, Blade of Rime | ||
|- | |- | ||
|[[File:Ice Storm Icon.png|alt=Ice Storm Icon|frameless|100x100px]] | |[[File:Ice Storm Icon.png|alt=Ice Storm Icon|frameless|100x100px]] | ||
|[[Ice Storm]] | |[[Ice Storm]] | ||
| 4 | |4 | ||
|{{DamageText|4d6 (4~24)|Cold}} | |{{DamageText|4d6 (4~24)|Cold}} | ||
|N/A | |N/A | ||
Line 474: | Line 392: | ||
| | | | ||
|✓ | |✓ | ||
| Constitution: Halve | |Constitution: Halve | ||
|Creates Ice Surface | |Creates Ice Surface | ||
|- | |- | ||
|[[File:Protection from Energy Cold Icon.png|alt=Protection from Energy: Cold Icon|frameless|100x100px]] | |[[File:Protection from Energy Cold Icon.png|alt=Protection from Energy: Cold Icon|frameless|100x100px]] | ||
|[[Protection from Energy: Cold]] | |[[Protection from Energy: Cold]] | ||
|3 | |3 | ||
|N/A | |||
|N/A | |N/A | ||
|✓ | |||
| ✓ | |||
| | | | ||
| | | | ||
Line 505: | Line 423: | ||
|✓ | |✓ | ||
|✓ | |✓ | ||
| Constitution: Concentration | |Constitution: Concentration | ||
|Creates Ice Surface | |Creates Ice Surface | ||
Interrupts Concentration | Interrupts Concentration | ||
Line 515: | Line 433: | ||
|6 | |6 | ||
|{{DamageText|10d6 (10~60)|Cold}} | |{{DamageText|10d6 (10~60)|Cold}} | ||
| N/A | |N/A | ||
|✓ | | ✓ | ||
|✓ | |✓ | ||
|Dexterity: Halve | |Dexterity: Halve | ||
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| colspan="9" |<small><sup>* Damage is indicative of effects, not the base spell</sup></small> | | colspan="9" |<small><sup>* Damage is indicative of effects, not the base spell</sup></small> | ||
|} | |} | ||
===Actions === | |||
[[File:Action Icon.png|alt=Action Resource Icon|left|frameless|25x25px]] | |||
Many actions are poised to directly inflict {{DamageType|Cold}} damage; or impact the environment, nature of your attacks, and conditions your Targets will face. Below are tables listing the known actions that inflict and/or impact the {{DamageType|Cold}} damage players can deal, their base {{DamageType|Cold}} damage, and {{DamageType|Cold}} modifiers and effects. | |||
{| class="wikitable mw-collapsible" style="width: 100%;" | |||
! colspan="7" |{{DamageType|Cold}} Actions | |||
|- | |- | ||
| colspan="7" |[[File:Spell Conjuration FindFamiliar.png|alt=Summoned Creature Icon|left|frameless|25x25px]] | | colspan="7" |[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]]Equipment can afford players distinct actions by equipping unique one-of-a-kind items. Below are actions unlocked by such equipment that inflict or impact {{DamageType|Cold}} damage. | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | |||
! colspan="5" |Equipment Actions | |||
|- | |||
| | |||
!Name | |||
!Base {{DamageType|Cold}} Damage | |||
!Special {{DamageType|Cold}} Factors | |||
!Source | |||
|- | |||
|[[File:Absorb Elements Icon.png|alt=Absorb Elements Icon|frameless|100x100px]] | |||
|[[Absorb Elements]] | |||
|{{DamageText|1d6 (1~6)|Cold}}* | |||
|Take half damage from the next Elemental damage (i.e. {{DamageType|Cold}}) attack targeting you, and deal an additional {{DieIcon|d6|Slashing}} '''1d6''' of that element type on your next attack. | |||
Once per Short Rest | |||
|Cloak of Elemental Absorption | |||
Cloak of the Weave | |||
|- | |||
|[[File:Action Mag FrigidBlade.png|alt=Frigid Blade Icon|frameless|100x100px]] | |||
|[[Frigid Blade]] | |||
|Deal weapon Proficiency bonus as {{DamageType|Cold}} damage | |||
|Applies [[Frostbite (Condition)|Frostbite]] condition on attack hit | |||
|Allandra's Whelm | |||
|- | |||
|[[File:Protection from Energy Cold Icon.png|alt=Frost of Dark Winter Icon|frameless|100x100px]] | |||
|[[Frost of Dark Winter]] | |||
|N/A | |||
|Cast [[Cone of Cold]], once per Short Rest | |||
Cast [[Ice Storm]], once per Short Rest | |||
Gain [[Conduit of Kereska's Ice (Condition)|Conduit of Kereska's Ice]] effect, until Long Rest | |||
Once per Short Rest | |||
| [[Markoheshkir]], [[Kereska's Favour]] | |||
|- | |||
| colspan="5" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small> | |||
|} | |||
|- | |||
| colspan="7" |[[File:Monk Ki Icon.png|alt=Monk Ki Icon|left|frameless|25x25px]]Upon reaching Level 3, [[Monk|Monks]] can select the subclass [[Way of the Four Elements]] which provides them unique Ki actions that mirror various spells. This allows Monks to inflict different elemental damage (i.e.{{DamageType|Cold}}) to diversify their attacks and offer immense variations to their playstyle. | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | |||
|+Monk Actions | |||
! | |||
!Name | |||
!Ki Points | |||
!Bast {{DamageType|Cold}} Damage | |||
!AOE | |||
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw | |||
!Special {{DamageType|Cold}} Factors | |||
|- | |||
|[[File:Ice Knife Icon.png|alt=Blade of Rime Icon|frameless|100x100px]] | |||
|[[Blade of Rime]] | |||
|2 | |||
|{{DamageText|2d6 (2~12)|Cold}} | |||
|✓ | |||
|Dexterity: Negate | |||
|Creates Ice Surface | |||
Identical to Ice Knife | |||
|- | |||
|[[File:Ray of Frost Icon.png|alt=Chill of the Mountain Icon|frameless|100x100px]] | |||
| [[Chill of the Mountain]] | |||
|1 | |||
|{{DamageText|1d10 (1~10)|Cold}} {{DamageText|2d10 (2~20)|Cold}}* | |||
| | |||
| | |||
|Monk version of Ray of Frost | |||
Damage upcast at Monk Level 9 | |||
|- | |||
|[[File:Action Monk IceCube.png|alt=Shaping of the Ice|frameless|100x100px]] | |||
|[[Shaping of the Ice]] | |||
|1 | |||
|N/A | |||
| | |||
| | |||
|Creates a climbable ice cube | |||
10 turn duration | |||
|- | |||
| colspan="7" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small> | |||
|} | |||
|- | |||
| colspan="7" |[[File:Spell Conjuration FindFamiliar.png|alt=Summoned Creature Icon|left|frameless|25x25px]]Using spells there are numerous useful creatures players can summon to assist them in combat. The elemental summons that deal and interact with {{DamageType|Cold}} damage are listed below with their unique actions. | |||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | ||
|+Summoned Elemental Actions | |+Summoned Elemental Actions | ||
|[[File:Spell Conjuration ConjureMinorElementals IceMephit.png|alt=Ice Mephits Icon|left|frameless|100x100px]]The Ice Mephit is the first and weakest {{DamageType|Cold}} damage dealing elemental summon, created through the Level 4 spell, [[Conjure Minor Elemental]]: Ice Mephits. 2 Ice Mephits are summoned at a time and conflict with any other entities summoned through Conjure Minor Elemental. Ice Mephits will persist until death or Long Rest. | |[[File:Spell Conjuration ConjureMinorElementals IceMephit.png|alt=Ice Mephits Icon|left|frameless|100x100px]]The Ice Mephit is the first and weakest {{DamageType|Cold}} damage dealing elemental summon, created through the Level 4 spell, [[Conjure Minor Elemental]]: Ice Mephits. 2 Ice Mephits are summoned at a time and conflict with any other entities summoned through Conjure Minor Elemental. Ice Mephits will persist until death or Long Rest. | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | ||
|+ Ice Mephit Cold Actions | |+Ice Mephit Cold Actions | ||
! | ! | ||
!Name | !Name | ||
!Base Cold Damage | !Base Cold Damage | ||
! AOE | !AOE | ||
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw | ![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw | ||
!Special Cold Factors | !Special Cold Factors | ||
|- | |- | ||
|[Image Pending] | |[Image Pending] | ||
|Freezing Claws | |Freezing Claws | ||
|{{DamageText|2d6 (2~12)|Cold}} | | {{DamageText|2d6 (2~12)|Cold}} | ||
| | | | ||
| | | | ||
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|{{DamageText|2d8 (2~16)|Cold}} | |{{DamageText|2d8 (2~16)|Cold}} | ||
| ✓ | |✓ | ||
| | | | ||
|Creates Ice Surface | |Creates Ice Surface | ||
|- | |- | ||
|[Image Pending] | |[Image Pending] | ||
|Ice Breath | |Ice Breath | ||
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|- | |- | ||
|[[File:Action Monster IceMephit DeathBurst.png|alt=Death Burst: Cold Icon|frameless|100x100px]] | |[[File:Action Monster IceMephit DeathBurst.png|alt=Death Burst: Cold Icon|frameless|100x100px]] | ||
| Death Burst: Cold | |Death Burst: Cold | ||
|{{DamageText|4d6 (4~24)|Cold}} | |{{DamageText|4d6 (4~24)|Cold}} | ||
|✓ | |✓ | ||
Line 582: | Line 585: | ||
|} | |} | ||
|- | |- | ||
|[[File:Spell Conjuration ConjureElemental Water.png|alt=Water Elemental Icon|left|frameless|100x100px]]The Water Elemental is the second {{DamageType|Cold}} damage dealing elemental summon, created through the Level 5 spell, [[Conjure Elemental]]: Water Elemental. 1 Water Elemental is summoned at a time and conflicts with any other entities summoned through Conjure Elemental. Water Elementals persists until death or Long Rest. | | [[File:Spell Conjuration ConjureElemental Water.png|alt=Water Elemental Icon|left|frameless|100x100px]]The Water Elemental is the second {{DamageType|Cold}} damage dealing elemental summon, created through the Level 5 spell, [[Conjure Elemental]]: Water Elemental. 1 Water Elemental is summoned at a time and conflicts with any other entities summoned through Conjure Elemental. Water Elementals persists until death or Long Rest. | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | ||
|+Water Elemental Cold Actions | |+Water Elemental Cold Actions | ||
| | | | ||
|Name | | Name | ||
|Base Cold Damage | |Base Cold Damage | ||
|AOE | |AOE | ||
|[[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw | |[[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw | ||
| Special Cold Factors | |Special Cold Factors | ||
|- | |- | ||
!<small><sup>[[File:Action Monster ElementalWater Slam.png|alt=Slam Icon|frameless|100x100px]]</sup></small> | ! <small><sup>[[File:Action Monster ElementalWater Slam.png|alt=Slam Icon|frameless|100x100px]]</sup></small> | ||
! Slam | !Slam | ||
!{{DamageText|1d6 (1~6)|Cold}} | !{{DamageText|1d6 (1~6)|Cold}} | ||
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| | | | ||
|[[Burning (Condition)|Burning]] Targets take additional {{DamageType|Cold}} damage, and become Brittle for 3 turns | |[[Burning (Condition)|Burning]] Targets take additional {{DamageType|Cold}} damage, and become Brittle for 3 turns | ||
Creates Ice Surface | Creates Ice Surface | ||
|- | |- | ||
|<small><sup>[[File:Action Monster ElementalWater MultiAttack.png|alt=Multiattack: Water Icon|frameless|100x100px]]</sup></small> | |<small><sup>[[File:Action Monster ElementalWater MultiAttack.png|alt=Multiattack: Water Icon|frameless|100x100px]]</sup></small> | ||
Line 627: | Line 630: | ||
!AOE | !AOE | ||
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw | ![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw | ||
!Special Cold Factors | !Special Cold Factors | ||
|- | |- | ||
|[[File:Trident Icon.png|alt=Trident of the Depths Icon|frameless|100x100px]] | |[[File:Trident Icon.png|alt=Trident of the Depths Icon|frameless|100x100px]] | ||
Line 643: | Line 646: | ||
|Inflicts 2 turns of Chilled | |Inflicts 2 turns of Chilled | ||
|- | |- | ||
|[Image Pending] | |[Image Pending] | ||
|Explosive Icicle | |Explosive Icicle | ||
|{{DamageText|3d8 (3~24)|Cold}}{{DamageText|3d8 (3~24)|Cold}} {{DamageText|3d8 (3~24)|Cold}} | |{{DamageText|3d8 (3~24)|Cold}}{{DamageText|3d8 (3~24)|Cold}} {{DamageText|3d8 (3~24)|Cold}} | ||
Line 652: | Line 655: | ||
|- | |- | ||
|[Image Pending] | |[Image Pending] | ||
|Healing Vapours | |Healing Vapours | ||
|N/A | |N/A | ||
|✓ | |✓ | ||
Line 661: | Line 664: | ||
|} | |} | ||
|- | |- | ||
| colspan="7" | | | colspan="7" |Actions that do not meet particular categories but still interact with {{DamageType|Cold}} damage. | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | ||
|+Miscellaneous Actions | |+Miscellaneous Actions | ||
Line 667: | Line 670: | ||
!Name | !Name | ||
!Base Cold Damage | !Base Cold Damage | ||
!AOE | ! AOE | ||
!Saving Throw | !Saving Throw | ||
!Special Cold Factors | ! Special Cold Factors | ||
!Source | !Source | ||
|- | |- | ||
|[[File:Frost Breath Icon.png|alt=Frost Breath Icon|frameless|100x100px]] | |[[File:Frost Breath Icon.png|alt=Frost Breath Icon|frameless|100x100px]] | ||
|[[Frost Breath]] | |[[Frost Breath]] | ||
|{{DamageText|2d6 (2~12)|Cold}} | | {{DamageText|2d6 (2~12)|Cold}} | ||
|✓ | |✓ | ||
|Constitution: Halve | | Constitution: Halve | ||
|Once per Long Rest | |Once per Long Rest | ||
|[[Dragonborn]] race, Silver or White Subrace | | [[Dragonborn]] race, Silver or White Subrace | ||
|- | |- | ||
|[[File:Rage Bear Heart Icon.png|alt=Rage: Bear Heart Icon|frameless|100x100px]] | |[[File:Rage Bear Heart Icon.png|alt=Rage: Bear Heart Icon|frameless|100x100px]] | ||
|[[Rage: Bear Heart]] | |[[Rage: Bear Heart]] | ||
|N/A | | N/A | ||
| | | | ||
| | | | ||
|Gives Resistance to all Damage Types (i.e.{{DamageType|Cold}}) except Psychic. | |Gives Resistance to all Damage Types (i.e.{{DamageType|Cold}}) except Psychic. | ||
10 turn duration | 10 turn duration | ||
|Level 3 [[Barbarian]], Wildheart | |Level 3 [[Barbarian]], Wildheart | ||
|} | |} | ||
|} | |} | ||
==Effects == | ==Effects== | ||
[[File:Passive Feature Generic Icon.png|alt=Effects Icon|left|frameless|25x25px]] | [[File:Passive Feature Generic Icon.png|alt=Effects Icon|left|frameless|25x25px]] | ||
Features granted by leveling up, and abilities given by gear aspects can be regarded as effects that alter how the player's actions play out in Baldur's Gate 3. The effects that directly concern {{DamageType|Cold}} damage and behavior are listed below with their descriptions. | |||
The effects that directly concern {{DamageType|Cold}} damage and behavior are listed below with their descriptions. | |||
{| class="wikitable mw-collapsible" style="width: 100%;" | {| class="wikitable mw-collapsible" style="width: 100%;" | ||
|+{{DamageType|Cold}} Effects | |+ {{DamageType|Cold}} Effects | ||
|Features will remain permanently active on the player upon unlock (barring things such as class respec). | |Features will remain permanently active on the player upon unlock (barring things such as class respec). | ||
{| class="wikitable mw-collapsible" style="width: 100%;" | {| class="wikitable mw-collapsible" style="width: 100%;" | ||
|+Features that Impact {{DamageType|Cold}} Damage | |+ Features that Impact {{DamageType|Cold}} Damage | ||
! | ! | ||
!Name | !Name | ||
Line 708: | Line 709: | ||
|[[File:PassiveFeature AspectOfTheBeast Crocodile.png|alt=Animal Aspect Crocodile Icon|frameless|100x100px]] | |[[File:PassiveFeature AspectOfTheBeast Crocodile.png|alt=Animal Aspect Crocodile Icon|frameless|100x100px]] | ||
|Animal Aspect: Crocodile | |Animal Aspect: Crocodile | ||
|On slippery surfaces (i.e. Ice Surface) you have Advantage on Saving Throws against being knocked prone. | |On slippery surfaces (i.e. Ice Surface) you have Advantage on Saving Throws against being knocked prone. | ||
|Level 6 [[Barbarian]] [[Wildheart]] | |Level 6 [[Barbarian]] [[Wildheart]] | ||
|- | |- | ||
|[[File:PassiveFeature DraconicAncestry Silver.png|alt=Draconic Ancestry Silver Icon|frameless|100x100px]] | |[[File:PassiveFeature DraconicAncestry Silver.png|alt=Draconic Ancestry Silver Icon|frameless|100x100px]] | ||
| rowspan="2" |Draconic Ancestry | | rowspan="2" |Draconic Ancestry | ||
| rowspan="2" |You have Resistance to a particular damage type depending on your Dragonborn subrace (i.e. Silver & White Dragons are {{DamageType|Cold}}). | | rowspan="2" | You have Resistance to a particular damage type depending on your Dragonborn subrace (i.e. Silver & White Dragons are {{DamageType|Cold}}). | ||
| rowspan="2" |[[Dragonborn]] Race | | rowspan="2" |[[Dragonborn]] Race | ||
|- | |- | ||
Line 719: | Line 720: | ||
|- | |- | ||
|[[File:PassiveFeature ElementalAdept Cold.png|alt=Elemental Adept Cold Icon|frameless|100x100px]] | |[[File:PassiveFeature ElementalAdept Cold.png|alt=Elemental Adept Cold Icon|frameless|100x100px]] | ||
|Elemental Adept: Cold | | Elemental Adept: Cold | ||
| Your spells ignore Resistance to {{DamageType|Cold}}. When you cast {{DamageType|Cold}} spells you cannot role a 1. | |Your spells ignore Resistance to {{DamageType|Cold}}. When you cast {{DamageType|Cold}} spells you cannot role a 1. | ||
|[[Feats|Feat]] | |[[Feats|Feat]] | ||
|- | |- | ||
|[[File:Elemental Affinity Icon.png|alt=Elemental Affinity Damage Icon|frameless|100x100px]] | |[[File:Elemental Affinity Icon.png|alt=Elemental Affinity Damage Icon|frameless|100x100px]] | ||
Line 729: | Line 730: | ||
|- | |- | ||
|[[File:Skill Sorcerer Passive ElementalAffinity Resistance.png|alt=Elemental Affinity Resistance Icon|frameless|100x100px]] | |[[File:Skill Sorcerer Passive ElementalAffinity Resistance.png|alt=Elemental Affinity Resistance Icon|frameless|100x100px]] | ||
|Elemental Affinity: Resistance | |Elemental Affinity: Resistance | ||
|When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are {{DamageType|Cold}}), you can spend one Sorcerery Point to gain Resistance to that damage type. | |When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are {{DamageType|Cold}}), you can spend one Sorcerery Point to gain Resistance to that damage type. | ||
|Level 6 [[Sorcerer]], [[Draconic Bloodline]] | | Level 6 [[Sorcerer]], [[Draconic Bloodline]] | ||
|- | |- | ||
|[[File:PassiveFeature FiendishResilience.png|alt=Fiendish Resilience Icon|frameless|100x100px]] | |[[File:PassiveFeature FiendishResilience.png|alt=Fiendish Resilience Icon|frameless|100x100px]] | ||
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{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | ||
|+Gear Effects that Impact {{DamageType|Cold}} Damage | |+Gear Effects that Impact {{DamageType|Cold}} Damage | ||
!Name | !Name | ||
!Effects Description | !Effects Description | ||
!Source | !Source | ||
|- | |- | ||
|Chilling Counter | |Chilling Counter | ||
| When a Target misses you with an attack it must make a Constitution Saving Throw of be [[Chilled (Condition)|Chilled]] for 2 turns. | |When a Target misses you with an attack it must make a Constitution Saving Throw of be [[Chilled (Condition)|Chilled]] for 2 turns. | ||
|Cold Snap | |Cold Snap | ||
|- | |- | ||
| Chilling Strike | |Chilling Strike | ||
|Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage. | |Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage. | ||
|Snow-Dusted Monastery Gloves | |Snow-Dusted Monastery Gloves | ||
|- | |- | ||
|Coldbrim Chill | |Coldbrim Chill | ||
|Once per turn, any condition inflicted on a target also applies 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]]. | |Once per turn, any condition inflicted on a target also applies 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]]. | ||
| Coldbrim Hat | |Coldbrim Hat | ||
|- | |- | ||
|Conduit of Kereska's Ice | |Conduit of Kereska's Ice | ||
|Cast [[Cone of Cold]] and [[Ice Storm]], once per Short Rest | | Cast [[Cone of Cold]] and [[Ice Storm]], once per Short Rest | ||
{{DamageType|Cold}} spells deal additional {{DamageType|Cold}} damage equal to your Proficiency Bonus. | {{DamageType|Cold}} spells deal additional {{DamageType|Cold}} damage equal to your Proficiency Bonus. | ||
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Must be reapplied, after Long Rest | Must be reapplied, after Long Rest | ||
|- | |- | ||
|Elemental Augmentation | |Elemental Augmentation | ||
|When one of your cantrips deals Elemental damage (i.e. {{DamageType|Cold}}), add your Spellcasting Modifier to the damage dealt. | | When one of your cantrips deals Elemental damage (i.e. {{DamageType|Cold}}), add your Spellcasting Modifier to the damage dealt. | ||
|Necklace of Elemental Augmentation | | Necklace of Elemental Augmentation | ||
|- | |- | ||
|Elemental Infusion | |Elemental Infusion | ||
|After dealing Elemental damage (i.e. {{DamageType|Cold}}) using a spell or cantrip, until the end of your next turn, you deal an additional {{DieIcon|d4|Slashing}} '''1d4''' of that element on a successful weapon attack. | |After dealing Elemental damage (i.e. {{DamageType|Cold}}) using a spell or cantrip, until the end of your next turn, you deal an additional {{DieIcon|d4|Slashing}} '''1d4''' of that element on a successful weapon attack. | ||
|Ring of Elemental Infusion | |Ring of Elemental Infusion | ||
|- | |- | ||
|Elemental Momentum | |Elemental Momentum | ||
|Whenever the wearer deals Elemental damage (i.e. {{DamageType|Cold}}) with spells or cantrips, they gain [[Momentum (Condition)|Momentum]] for 2 turns. | | Whenever the wearer deals Elemental damage (i.e. {{DamageType|Cold}}) with spells or cantrips, they gain [[Momentum (Condition)|Momentum]] for 2 turns. | ||
|Boots of Elemental Momentum | |Boots of Elemental Momentum | ||
|- | |- | ||
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|Flail of Ages | |Flail of Ages | ||
|- | |- | ||
|Heart of Ice | |Heart of Ice | ||
|When dealing {{DamageType|Cold}} damage, the wielder deals an additional {{DamageText|1|Cold}} damage. | |When dealing {{DamageType|Cold}} damage, the wielder deals an additional {{DamageText|1|Cold}} damage. | ||
|Mourning Frost | |Mourning Frost | ||
|- | |- | ||
|Hoarfrost Balance | | Hoarfrost Balance | ||
|You cannot fall prone while traversing Ice Surfaces. | |You cannot fall prone while traversing Ice Surfaces. | ||
|Hoarfrost Boots | |Hoarfrost Boots | ||
|- | |- | ||
|Insidious Cold | |Insidious Cold | ||
|Dealing {{DamageType|Cold}} damage with a spell possibly inflicts [[Chilled (Condition)|Chilled]] upon the Target. | |Dealing {{DamageType|Cold}} damage with a spell possibly inflicts [[Chilled (Condition)|Chilled]] upon the Target. | ||
|Mourning Frost | | Mourning Frost | ||
|- | |- | ||
|Nature's Vengeance | |Nature's Vengeance | ||
|When the wearer stands in certain surfaces (i.e. Ice Surface) and casts a spell that deals damage, the target also suffers the surface's effects (i.e. Prone). | |When the wearer stands in certain surfaces (i.e. Ice Surface) and casts a spell that deals damage, the target also suffers the surface's effects (i.e. Prone). | ||
| Amulet of Elemental Torment | |Amulet of Elemental Torment | ||
|- | |- | ||
|Snowburst | |Snowburst | ||
|When the wearer deals {{DamageType|Cold}} damage, they also create an Ice Surface around the Target(s). | | When the wearer deals {{DamageType|Cold}} damage, they also create an Ice Surface around the Target(s). | ||
|Snowburst Ring | |Snowburst Ring | ||
|- | |- | ||
|Temperature Adjustment | |Temperature Adjustment | ||
|Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage. | | Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage. | ||
|Wavemother's Robe | |Wavemother's Robe | ||
|- | |- | ||
|The Water Caller | |The Water Caller | ||
|On a hit, create a Water Surface centered on the Target. | | On a hit, create a Water Surface centered on the Target. | ||
| Trident of the Waves | |Trident of the Waves | ||
|- | |- | ||
|Watery Guidance | |Watery Guidance | ||
|This weapon has Advantage against Wet Targets. | |This weapon has Advantage against Wet Targets. | ||
|Wavemother's Sickle | |Wavemother's Sickle | ||
|- | |- | ||
|Watery Rejuvenation | |Watery Rejuvenation | ||
| If the wearer is standing in a Water Surface at the start of their turn, they heal for {{DieIcon|d4|Healing}} '''1d4''' Hit Points. [Ice Surfaces melt into Water Surfaces] | |If the wearer is standing in a Water Surface at the start of their turn, they heal for {{DieIcon|d4|Healing}} '''1d4''' Hit Points. [Ice Surfaces melt into Water Surfaces] | ||
|Wavemother's Robe | |Wavemother's Robe | ||
|- | |- | ||
|Winter's Clutches | |Winter's Clutches | ||
|When the wearer deals {{DamageType|Cold}} damage, inflict 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]] upon the Target(s). | |When the wearer deals {{DamageType|Cold}} damage, inflict 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]] upon the Target(s). | ||
|Winter's Clutches | |Winter's Clutches | ||
|} | |} | ||
|} | |} | ||
==Conditions == | ==Conditions== | ||
Conditions are unique effects that can strengthen or weaken Targets to particular damage types, status impairments, or [[Ability Scores|ability score]] roles. The conditions that directly concerned {{DamageType|Cold}} damage have been compiled here with their descriptions and relevance to {{DamageType|Cold}} damage. | Conditions are unique effects that can strengthen or weaken Targets to particular damage types, status impairments, or [[Ability Scores|ability score]] roles. The conditions that directly concerned {{DamageType|Cold}} damage have been compiled here with their descriptions and relevance to {{DamageType|Cold}} damage. | ||
{| class="wikitable mw-collapsible" style="width: 100%;" | {| class="wikitable mw-collapsible" style="width: 100%;" | ||
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!Special Cold Factors | !Special Cold Factors | ||
|- | |- | ||
|{{ | |{{Cond|Chilled}} | ||
|Target becomes Vulnerable to {{DamageType|Cold}} damage, and Resistant to {{DamageType|Fire}} damage | |Target becomes Vulnerable to {{DamageType|Cold}} damage, and Resistant to {{DamageType|Fire}} damage | ||
|Vulnerable Targets take double {{DamageType|Cold}} damage | |Vulnerable Targets take double {{DamageType|Cold}} damage | ||
|- | |- | ||
|{{ | |{{Cond|Encrusted with Frost}} | ||
| If there are 7 or more turns remaining Targets must succeed a [[Constitution]] {{SavingThrow}}, or take {{DamageText|1d4 (1~4)|Cold}} damage and become {{ | |If there are 7 or more turns remaining Targets must succeed a [[Constitution]] {{SavingThrow}}, or take {{DamageText|1d4 (1~4)|Cold}} damage and become {{Cond|Frozen}}. If Target succeeds a {{SavingThrow}} they take half damage and lose {{Cond|Encrusted with Frost}}. | ||
Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s. | Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s. | ||
Removed by {{ | Removed by {{Cond|Burning}}. | ||
|Can apply {{ | |Can apply {{Cond|Frozen}}Can inflict {{DamageType|Cold}} damage | ||
Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s, making it easier to become {{ | Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s, making it easier to become {{Cond|Prone}}. | ||
|- | |- | ||
|{{ | |{{Cond|Frostbite}} | ||
|Targets hit by {{DamageType|Cold}} damage receive an additional {{DamageText|1|Cold}} for every turn of Frostbite remaining. | |Targets hit by {{DamageType|Cold}} damage receive an additional {{DamageText|1|Cold}} for every turn of Frostbite remaining. | ||
|Increases {{DamageType|Cold}} damage received on every {{DamageType|Cold}} attack | |Increases {{DamageType|Cold}} damage received on every {{DamageType|Cold}} attack | ||
|- | |- | ||
|{{ | |{{Cond|Frozen}} | ||
|Target is trapped in ice and cannot perform [[Action|Actions]] or [[Reaction (Combat)|Reactions]]. If Target recieves {{DamageType|Bludgeoning}}, {{DamageType|Thunder}}, or {{DamageType|Force}} damage the condition ends. | |Target is trapped in ice and cannot perform [[Action|Actions]] or [[Reaction (Combat)|Reactions]]. If Target recieves {{DamageType|Bludgeoning}}, {{DamageType|Thunder}}, or {{DamageType|Force}} damage the condition ends. | ||
While Frozen Target becomes Vulnerable to {{DamageType|Bludgeoning}}, {{DamageType|Thunder}}, and {{DamageType|Force}} damage. | While Frozen Target becomes Vulnerable to {{DamageType|Bludgeoning}}, {{DamageType|Thunder}}, and {{DamageType|Force}} damage. | ||
|Applied by 7 turns of {{ | |Applied by 7 turns of {{Cond|Encrusted with Frost}} | ||
|- | |- | ||
|{{ | |{{Cond|Prone}} | ||
|Target is knocked down and cannot move, and consume half their movement speed to stand back up. | |Target is knocked down and cannot move, and consume half their movement speed to stand back up. | ||
Attacks made against a Prone Target have {{Advantage}} when made within {{distance|m=3|ft=10}}, and Prone Target's have {{Disadvantage}} on [[Strength]] and [[Dexterity]] {{SavingThrow}}s. | Attacks made against a Prone Target have {{Advantage}} when made within {{distance|m=3|ft=10}}, and Prone Target's have {{Disadvantage}} on [[Strength]] and [[Dexterity]] {{SavingThrow}}s. | ||
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Consumes half a Target's movement speed | Consumes half a Target's movement speed | ||
|- | |- | ||
|{{ | |{{Cond|Ray of Frost}} | ||
|Reduces Target movement speed by {{distance|m=3|ft=10}}. | |Reduces Target movement speed by {{distance|m=3|ft=10}}. | ||
Only applied by [[Ray of Frost]] cantrip. | Only applied by [[Ray of Frost]] cantrip. | ||
|Reduces Target's movement speed | |Reduces Target's movement speed | ||
|- | |- | ||
|{{ | |{{Cond|Wet}} | ||
|Target becomes immune to {{ | |Target becomes immune to {{Cond|Burning}} and has Resistance to {{DamageType|Fire}} damage for the duration. | ||
Target becomes Vulnerable to {{DamageType|Cold}} and {{DamageType|Lightning}} damage for the duration. | Target becomes Vulnerable to {{DamageType|Cold}} and {{DamageType|Lightning}} damage for the duration. | ||
This condition also washes away blood and grime that appears on the player character. | This condition also washes away blood and grime that appears on the player character. | ||
| Vulnerable Targets take double {{DamageType|Cold}} damage | |Vulnerable Targets take double {{DamageType|Cold}} damage | ||
|} | |} | ||
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! colspan="3" |Surfaces that Interact with {{DamageType|Cold}} Damage | ! colspan="3" |Surfaces that Interact with {{DamageType|Cold}} Damage | ||
|- | |- | ||
!Name | !Name | ||
!Special Cold Factors | !Special Cold Factors | ||
!Sources | !Sources | ||
|- | |- | ||
| | |{{Area|Ice Cloud}} | ||
|Targets who pass through are inflicted with Icy Cloud that deals {{DamageText|10d6 (10~60)|Cold}} damage, per turn | |Targets who pass through are inflicted with Icy Cloud that deals {{DamageText|10d6 (10~60)|Cold}} damage, per turn | ||
|[[Wall of Ice]], created when sections of the wall are broken | | [[Wall of Ice]], created when sections of the wall are broken | ||
|- | |- | ||
|{{ | |{{Area|Ice}} | ||
|[[Difficult Terrain]] halves movement speed for Targets moving on it | |[[Difficult Terrain]] halves movement speed for Targets moving on it | ||
Signature surface of {{DamageType|Cold}} damage | Signature surface of {{DamageType|Cold}} damage | ||
Targets must make [[Dexterity]] {{SavingThrow}}s to avoid becoming {{IconLink|size=25|Prone Condition Icon.webp|Prone (Condition)|Prone}}With the {{IconLink|size=25|Prone Condition Icon.webp|Prone (Condition)|Prone}} condition massively reduces Target's ground movement speed | Targets must make [[Dexterity]] {{SavingThrow}}s to avoid becoming {{IconLink|size=25|Prone Condition Icon.webp|Prone (Condition)|Prone}}With the {{IconLink|size=25|Prone Condition Icon.webp|Prone (Condition)|Prone}} condition massively reduces Target's ground movement speed | ||
|{{DamageType|Cold}} spells that create Ice Surfaces | |{{DamageType|Cold}} spells that create Ice Surfaces | ||
Hitting liquid surfaces, like | Hitting liquid surfaces, like {{Area|Blood}} and Water Surfaces, with {{DamageType|Cold}} damage | ||
|- | |- | ||
|{{ | |{{Area|Steam Cloud}} | ||
|Targets standing within have Wet condition making them vulnerable to {{DamageType|Cold}} damage | |Targets standing within have Wet condition making them vulnerable to {{DamageType|Cold}} damage | ||
|Hitting Water Surfaces with {{DamageType|Fire}} spells that create | | Hitting Water Surfaces with {{DamageType|Fire}} spells that create {{Area|Fire}} surfaces | ||
|- | |- | ||
|{{ | |{{Area|Water}} | ||
|Can be frozen with {{DamageType|Cold}} spells into Ice Surfaces, or vaporized with | |Can be frozen with {{DamageType|Cold}} spells into Ice Surfaces, or vaporized with {{Area|Fire}} surfaces to create Steam Clouds | ||
| Breaking [[Water Barrel|Water Barrels]] and [[Water|Jugs]] | |Breaking [[Water Barrel|Water Barrels]] and [[Water|Jugs]] | ||
[[Create Water]] spell | [[Create Water]] spell | ||
Ice Surfaces melt into Water Surfaces | Ice Surfaces melt into Water Surfaces | ||
|} | |} | ||
{{NavGameplay}} | |||
[[Category:Gameplay mechanics]] |
Latest revision as of 20:56, 24 October 2024
Cold damage is an elemental Damage Type available in Baldur's Gate 3. Representative of the aspects of chill, ice, and waterCold damage often serves as a counter to Fire damage. Cold has a strong association with conditions and effects that reduce Targets ground movement speed making it very useful for manipulating the environment of a battlefield and impeding melee attackers.
*Given the extensive support for Ice Surfaces, and in turn Water Surfaces, both they and aspects interacting with them will be treated as factors of Cold Damage for this page.
Equipment[edit | edit source]
Many pieces of equipable gear offer unique modifiers and effects that enable players to inflict Cold damage, or impact the damage and effects they inflict with greater abilities. Below are tables listing the known equipment that inflict and/or impact the Cold damage players can deal, their base Cold damage, and Cold modifiers and effects.
Gear that Inflicts Cold Damage[edit | edit source]
Gear that Inflicts Cold Damage | ||||||
---|---|---|---|---|---|---|
Image | Name | Item Type | Base Cold Damage | Enables Spell | Unlocks | Special Cold Factors |
Allandra's Whelm | Tridents | 1d4 (1~4)Cold | Frigid Blade weapon action, once per Short Rest | Frigid Blade applies Frostbite condition on attack hit, and deals weapon Proficiency bonus as Cold damage. | ||
Arrow of Ice | Arrows | 2d4 (2~8)Cold | Arrows are consumed upon use
Creates Ice Surface | |||
Cold Snap | Daggers | 1d4 (1~4)Cold | Chilling Counter effect | When a Target misses you with an attack it must make a Constitution Saving Throw of be Chilled for 2 turns. | ||
Flail of Ages | Flails | 1d4 (1~4)Cold* | ✓ |
|
| |
Frost Prince | Amulets | 2d6 (2~12)Cold* | ✓ | Cast Level 1 Ice Knife spell, once per Long Rest | Standard effects of Ice Knife spell. | |
Mourning Frost | Quarterstaves | 1d4 (1~4)Cold | ✓ |
|
||
Ring of Elemental Infusion | Rings | 1d4 (1~4)Cold* | Elemental Infusion effect | After dealing Elemental damage (i.e. Cold) using a spell or cantrip, until the end of your next turn, you deal an additional 1d4 of that element on a successful weapon attack. | ||
Snow-Dusted Monastery Gloves | Gloves | 1d4 (1~4)Cold* | ✓ |
|
||
[Image Pending] | Wavemother's Sickle | Sickle | 1d4 (1~4)Cold | Watery Guidance effect | This weapon has Advantage against Wet Targets. | |
* Damage is indicative of unlocked spell/effects, not the base gear |
Gear that Impacts Cold Damage[edit | edit source]
Gear that Impacts Cold Damage | ||||||
---|---|---|---|---|---|---|
Image | Name | Item Type | Unlocks | Special Cold Factors | ||
Amulet of Elemental Torment | Amulets | Nature's Vengeance effect | When the wearer stands in certain surfaces (i.e. Ice Surface) and casts a spell that deals damage, the target also suffers the surface's effects (i.e. Prone). | |||
Boots of Elemental Momentum | Boots | Elemental Momentum effect | Whenever the wearer deals Elemental damage (i.e. Cold) with spells or cantrips, they gain Momentum for 2 turns. | |||
Cloak of Elemental Absorption | Cloaks | Absorb Elements action, once per Short Rest | Take half damage from the next Elemental damage (i.e. Cold) attack targeting you, and deal an additional 1d6 of that element type on your next attack. | |||
Cloak of the Weave | Cloaks | Absorb Elements action, once per Short Rest | Take half damage from the next Elemental damage (i.e. Cold) attack targeting you, and deal an additional 1d6 of that element type on your next attack. | |||
Coldbrim Hat | Hats | Coldbrim Chill effect | Once per turn, any condition inflicted on a (single) target also applies 2 turns of Encrusted with Frost. | |||
Darkfire Shortbow | Shortbows | 3. Standard effects of Haste spell. | ||||
Elixir of Cold Resistance | Potions
Elixirs |
Resistance to Cold damage | Can be thrown to act as an AOE
Does not stack with other Elixirs Lasts until Long Rest Potions are consumed upon use | |||
Hoarfrost Boots | Boots | Hoarfrost Balance effect | You cannot fall prone while traversing Ice Surfaces. | |||
Icebite Robe | Clothing |
|
2. Standard effect of a Level 3 Armour of Agathys spell. | |||
Necklace of Elemental Augmentation | Amulets | Elemental Augmentation effect | When one of your cantrips deals Elemental damage (i.e. Cold), add your Spellcasting Modifier to the damage dealt. | |||
Rain Dancer | Quarterstaves | Cast Create Water, once per Short Rest | Standard effects of Create Water spell. | |||
Robe of Summer | Clothing | Resistance to Cold damage | ||||
Snowburst Ring | Rings | Snowburst effect | When the wearer deals Cold damage, they also create an Ice Surface around the Target(s). | |||
Trident of the Waves | Tridents | The Water Caller effect | On a hit, create a Water Surface centered on the Target. | |||
Water | Consumables | Consumables are consumed upon use.
Creates Water Surface Gives Wet condition | ||||
Water Barrel | ||||||
Wavemother's Robe | Clothing |
|
||||
Winter's Clutches | Gloves | Winter's Clutches effect | When the wearer deals Cold damage, inflict 2 turns of Encrusted with Frost upon the Target(s). |
Attacks[edit | edit source]
Spells[edit | edit source]
All classes can make use of spells, by them being a core aspect of their class (or subclass) combat, or by utilizing Spell Scrolls to achieve the result. The spells that inflict or impact Cold damage are listed below with their damage values and descriptions.Name | Spell Level | Base Cold Damage | Upcast Cold Damage | Concentration | AOE | Saving Throw | Special Cold Factors | |
---|---|---|---|---|---|---|---|---|
Armour of Agathys | 1 | 5Cold* | 5Cold* | Damage inflicted upon being melee attacked | ||||
Chromatic Orb: Cold | 1 | 2d8 (2~16)Cold | 1d8 (1~8)Cold | ✓ | Creates Ice Surface | |||
Cone of Cold | 5 | 8d8 (8~64)Cold | 1d8 (1~8)Cold | ✓ | Constitution: Halve | |||
Conjure Elemental: Water Elemental | 5 | Consult Summoned Elemental Actions table | N/A | Only one entity can be summoned from Conjure Elemental at a time | ||||
Conjure Elemental: Water Myrmidon | 6 | |||||||
Conjure Minor Elemental: Ice Mephits | 4 | Summons 2 Ice Mephits | ||||||
Elemental Weapon: Cold | 3 | 1d4 (1~4)Cold* | N/A | ✓ | Damage added to weapon attack roles
+1 bonus to weapon attack roles | |||
Fire Shield: Chill | 4 | 2d8 (2~16)Cold* | N/A | Damage inflicted upon being melee attacked
10 Turn Duration | ||||
Glyph of Warding: Cold | 3 | 5d8 (5~40)Cold | 1d8 (1~8)Cold | ✓ | Dexterity: Halve | Inflicts damage upon contact with Hostile Target | ||
Hunger of Hadar | 3 | 2d6 (2~12)Cold | N/A | ✓ | ✓ | Damage inflicted to Targets starting their turn in AOE
10 turn duration | ||
Ice Knife | 1 | 2d6 (2~12)Cold | 1d6 (1~6)Cold | ✓ | Dexterity: Negate | Creates Ice Surface
Identical to Monk Ki spell, Blade of Rime | ||
Ice Storm | 4 | 4d6 (4~24)Cold | N/A | ✓ | Dexterity: Halve | Creates Ice Surface | ||
Otiluke's Freezing Sphere | 6 | 10d6 (10~60)Cold | N/A | ✓ | Constitution: Halve | Creates Ice Surface | ||
Protection from Energy: Cold | 3 | N/A | N/A | ✓ | Gives Resistance to Cold damage | |||
Ray of Frost | 0 | 1d8 (1~8)Cold | 1d8 (1~8)Cold | Inflicts Ray of Frost (Condition)
Damage upcast added at Spellcaster Level 5 and again at 10 | ||||
Sleet Storm | 3 | N/A | N/A | ✓ | ✓ | Constitution: Concentration | Creates Ice Surface
Interrupts Concentration 10 turn duration | |
Wall of Ice | 6 | 10d6 (10~60)Cold | N/A | ✓ | ✓ | Dexterity: Halve | Initial damage to enemies in spell path
Breaking concentration destroys wall Creates Ice Surface and battlefield barrier Wall destruction leaves Ice Cloud 10 turn duration | |
* Damage is indicative of effects, not the base spell |
Actions[edit | edit source]
Many actions are poised to directly inflict Cold damage; or impact the environment, nature of your attacks, and conditions your Targets will face. Below are tables listing the known actions that inflict and/or impact the Cold damage players can deal, their base Cold damage, and Cold modifiers and effects.
Cold Actions | |||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Equipment can afford players distinct actions by equipping unique one-of-a-kind items. Below are actions unlocked by such equipment that inflict or impact Cold damage.
| |||||||||||||||||||||||||||||||||||||||||
Upon reaching Level 3, Monks can select the subclass Way of the Four Elements which provides them unique Ki actions that mirror various spells. This allows Monks to inflict different elemental damage (i.e.Cold) to diversify their attacks and offer immense variations to their playstyle.
| |||||||||||||||||||||||||||||||||||||||||
Using spells there are numerous useful creatures players can summon to assist them in combat. The elemental summons that deal and interact with Cold damage are listed below with their unique actions.
| |||||||||||||||||||||||||||||||||||||||||
Actions that do not meet particular categories but still interact with Cold damage.
|
Effects[edit | edit source]
Features granted by leveling up, and abilities given by gear aspects can be regarded as effects that alter how the player's actions play out in Baldur's Gate 3. The effects that directly concern Cold damage and behavior are listed below with their descriptions.
Features will remain permanently active on the player upon unlock (barring things such as class respec).
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Gear Effects will remain active on the player so long as they have the necessary piece of gear equipped; Except for the effects given by the spell Kereska's Favour unlocked by Markoheshkir. This effect must be reapplied after every Long Rest and can be changed after every Short Rest (awaiting confirmation if the spell effects remain after switching weapons).
|
Conditions[edit | edit source]
Conditions are unique effects that can strengthen or weaken Targets to particular damage types, status impairments, or ability score roles. The conditions that directly concerned Cold damage have been compiled here with their descriptions and relevance to Cold damage.
Name | Condition Description | Special Cold Factors |
---|---|---|
Target becomes Vulnerable to Cold damage, and Resistant to Fire damage | Vulnerable Targets take double Cold damage | |
If there are 7 or more turns remaining Targets must succeed a Constitution Saving throw, or take 1d4 (1~4)Cold damage and become . If Target succeeds a Saving throw they take half damage and lose .
Targets have Disadvantage on Dexterity Saving throws. Removed by . |
Can apply Can inflict Cold damage
Targets have Disadvantage on Dexterity Saving throws, making it easier to become . | |
Targets hit by Cold damage receive an additional 1Cold for every turn of Frostbite remaining. | Increases Cold damage received on every Cold attack | |
Target is trapped in ice and cannot perform Actions or Reactions. If Target recieves Bludgeoning, Thunder, or Force damage the condition ends.
While Frozen Target becomes Vulnerable to Bludgeoning, Thunder, and Force damage. |
Applied by 7 turns of | |
Target is knocked down and cannot move, and consume half their movement speed to stand back up.
Attacks made against a Prone Target have Advantage when made within 3 m / 10 ft, and Prone Target's have Disadvantage on Strength and Dexterity Saving throws. Targets break Concentration when becoming Prone. While Prone they cannot perform Actions, Bonus actions, or Reactions. |
Caused by Ice Surfaces
Consumes half a Target's movement speed | |
Reduces Target movement speed by 3 m / 10 ft.
Only applied by Ray of Frost cantrip. |
Reduces Target's movement speed | |
Target becomes immune to and has Resistance to Fire damage for the duration.
Target becomes Vulnerable to Cold and Lightning damage for the duration. This condition also washes away blood and grime that appears on the player character. |
Vulnerable Targets take double Cold damage |
Surfaces[edit | edit source]
Depending on the Surface Targets can face immediate detrimental effects like taking damage, conditions, reduced movement speed, and more. The Surfaces that form from and pair with Cold Damage are listed below.
Surfaces that Interact with Cold Damage | ||
---|---|---|
Name | Special Cold Factors | Sources |
Ice Cloud | Targets who pass through are inflicted with Icy Cloud that deals 10d6 (10~60)Cold damage, per turn | Wall of Ice, created when sections of the wall are broken |
Ice | Difficult Terrain halves movement speed for Targets moving on it
Signature surface of Cold damage Targets must make Dexterity Saving throws to avoid becoming With the condition massively reduces Target's ground movement speed |
Cold spells that create Ice Surfaces
Hitting liquid surfaces, like Blood and Water Surfaces, with Cold damage |
Steam Cloud | Targets standing within have Wet condition making them vulnerable to Cold damage | Hitting Water Surfaces with Fire spells that create Fire surfaces |
Water | Can be frozen with Cold spells into Ice Surfaces, or vaporized with Fire surfaces to create Steam Clouds | Breaking Water Barrels and Jugs
Create Water spell Ice Surfaces melt into Water Surfaces |