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Cold Damage: Difference between revisions
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==Equipment == | ==Equipment == | ||
[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]] | [[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]] | ||
Traveling across the Sword's Coast in Baldur's Gate 3 players will be able to find many unique pieces of equipment to aid them in combat. From weapons to armors, arrows to potions, bottled water to barrels of explosive smokepowder, the equipment you can discover can drastically change the way players approach and handle conflict. More so, many pieces of equipable gear offer unique modifiers and effects that enable players to inflict | Traveling across the Sword's Coast in Baldur's Gate 3 players will be able to find many unique pieces of equipment to aid them in combat. From weapons to armors, arrows to potions, bottled water to barrels of explosive smokepowder, the equipment you can discover can drastically change the way players approach and handle conflict. More so, many pieces of equipable gear offer unique modifiers and effects that enable players to inflict {{DamageType|Cold}} damage, or impact their actions and afflicted damage with greater abilities. | ||
Below are tables listing the known equipment that inflict and impact the {{DamageType|Cold}} damage players can deal, their base {{DamageType|Cold}} damage, and {{DamageType|Cold}} modifiers and effects. | Below are tables listing the known equipment 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" | {| class="wikitable mw-collapsible" | ||
|+{{DamageType|Cold}} Gear | |+{{DamageType|Cold}} Gear | ||
| | | | ||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+Gear that Inflicts Cold Damage | |+Gear that Inflicts {{DamageType|Cold}} Damage | ||
! | ! | ||
!Name | !Name | ||
!Item Type | !Item Type | ||
!Base Cold Damage | !Base {{DamageType|Cold}} Damage | ||
!Enables Spell | !Enables Spell | ||
!Unlocks | !Unlocks | ||
!Special Cold Factors | !Special {{DamageType|Cold}} Factors | ||
|- | |- | ||
|[[File:Allandra's Whelm Icon.png|alt=Allandra's Whelm | |[[File:Allandra's Whelm Icon.png|alt=Allandra's Whelm Icon|frameless|100x100px]] | ||
|[[Allandra's Whelm]] | |[[Allandra's Whelm]] | ||
|Tridents | |Tridents | ||
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|{{DamageText|1d4 (1~4)|Cold}} | |{{DamageText|1d4 (1~4)|Cold}} | ||
| | | | ||
|Chilling Counter effect | | Chilling Counter effect | ||
|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. | ||
|- | |- | ||
|[[File:Flail of Ages Icon.png|alt=Flail of Ages Icon|frameless|100x100px]] | |[[File:Flail of Ages Icon.png|alt=Flail of Ages Icon|frameless|100x100px]] | ||
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#Elements of an Epoch effect | #Elements of an Epoch effect | ||
#Tenacity effect | #Tenacity effect | ||
| | | | ||
#+1 Bonus to weapon attack roles, and an additional {{DieIcon|d4|Slashing}} '''1d4''' damage depending on the elemental age selected (i.e. {{DamageType|Cold}}). | #+1 Bonus to weapon attack roles, and an additional {{DieIcon|d4|Slashing}} '''1d4''' damage depending on the elemental age selected (i.e. {{DamageType|Cold}}). | ||
#Depending on the kind of damage chosen from Elemental Age, your attack also inflicts a related condition (i.e. [[Chilled (Condition)|Chilled]]). | #Depending on the kind of damage chosen from Elemental Age (i.e. {{DamageType|Cold}}), your attack also inflicts a related condition (i.e. [[Chilled (Condition)|Chilled]]). | ||
#When you miss a main hand attack, you deal 1 bludgeoning damage anyways. | #When you miss a main hand attack, you deal 1 bludgeoning damage anyways. | ||
|- | |- | ||
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|Amulets | |Amulets | ||
|{{DamageText|2d6 (2~12)|Cold}}* | |{{DamageText|2d6 (2~12)|Cold}}* | ||
|✓ | | ✓ | ||
|Cast Level 1 [[Ice Knife]] spell, once per Long Rest | | Cast Level 1 [[Ice Knife]] spell, once per Long Rest | ||
|Standard effects of Ice Knife spell. | |Standard effects of Ice Knife spell. | ||
|- | |- | ||
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|✓ | |✓ | ||
| | | | ||
# Heart of Ice effect | #Heart of Ice effect | ||
#Insidious Cold effect | #Insidious Cold effect | ||
#Cast [[Ray of Frost]] cantrip | #Cast [[Ray of Frost]] cantrip | ||
| | | | ||
#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. | ||
#Dealing {{DamageType|Cold}} damage with a spell possibly inflicts Chilled upon the Target. | # Dealing {{DamageType|Cold}} damage with a spell possibly inflicts Chilled upon the Target. | ||
#Standard effect of Ray of Frost cantrip. | #Standard effect of Ray of Frost cantrip. | ||
|- | |- | ||
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|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. | ||
|- | |- | ||
|[ | |[[File:Gloves of Cinder and Sizzle Icon.png|alt=Snow-Dusted Monastery Gloves Icon|frameless|100x100px]] | ||
|[[Snow-Dusted Monastery Gloves]] | |[[Snow-Dusted Monastery Gloves]] | ||
|Gloves | | Gloves | ||
|{{DamageText|1d4 (1~4)|Cold}}* | |{{DamageText|1d4 (1~4)|Cold}}* | ||
{{DamageText|2d6 (2~12)|Cold}}* | {{DamageText|2d6 (2~12)|Cold}}* | ||
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| | | | ||
#Chilling Strike effect | #Chilling Strike effect | ||
#Cast [[Ice Knife]] spell | # Cast [[Ice Knife]] spell | ||
| | | | ||
#Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage. | #Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage. | ||
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|{{DamageText|1d4 (1~4)|Cold}} | |{{DamageText|1d4 (1~4)|Cold}} | ||
| | | | ||
|Watery Guidance effect | |Watery Guidance effect | ||
|This weapon has Advantage against Wet Targets. | |This weapon has Advantage against Wet Targets. | ||
|- | |- | ||
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| | | | ||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+Gear that Impacts Cold Damage | |+Gear that Impacts {{DamageType|Cold}} Damage | ||
! | ! | ||
!Name | !Name | ||
!Item Type | !Item Type | ||
!Unlocks | !Unlocks | ||
!Special Cold Factors | !Special {{DamageType|Cold}} Factors | ||
|- | |- | ||
|[[File:Amulet of Elemental Torment Icon.png|alt=Amulet of Elemental Torment Icon|frameless|100x100px]] | |[[File:Amulet of Elemental Torment Icon.png|alt=Amulet of Elemental Torment Icon|frameless|100x100px]] | ||
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|Cloaks | |Cloaks | ||
|[[Absorb Elements]] action, once per Short Rest | |[[Absorb Elements]] action, once per Short Rest | ||
|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. | |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. | ||
|- | |- | ||
|[[File:Cloak of the Weave Icon.png|alt=Cloak of the Weave Icon|frameless|100x100px]] | |[[File:Cloak of the Weave Icon.png|alt=Cloak of the Weave Icon|frameless|100x100px]] | ||
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|Cloaks | |Cloaks | ||
|[[Absorb Elements]] action, once per Short Rest | |[[Absorb Elements]] action, once per Short Rest | ||
|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. | | 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. | ||
|- | |- | ||
|[[File:Wizard Hat Icon.png|alt=Coldbrim Hat Icon|frameless|100x100px]] | |[[File:Wizard Hat Icon.png|alt=Coldbrim Hat Icon|frameless|100x100px]] | ||
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|[[Necklace of Elemental Augmentation]] | |[[Necklace of Elemental Augmentation]] | ||
|Amulets | |Amulets | ||
|Elemental Augmentation effect | | Elemental Augmentation effect | ||
|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. | ||
|- | |- | ||
|[[File:Rain Dancer Staff Icon.png|alt=Rain Dancer Icon|frameless|100x100px]] | |[[File:Rain Dancer Staff Icon.png|alt=Rain Dancer Icon|frameless|100x100px]] | ||
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|Rings | |Rings | ||
|Snowburst effect | |Snowburst effect | ||
|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). | ||
|- | |- | ||
|[ | |[[File:Allandra's Whelm Icon.png|alt=Trident of the Waves Icon|frameless|100x100px]] | ||
|[[Trident of the Waves]] | |[[Trident of the Waves]] | ||
|Tridents | |Tridents | ||
|The Water Caller effect | |The Water Caller effect | ||
|On a hit, create a Water Surface centered on the Target. | | On a hit, create a Water Surface centered on the Target. | ||
|- | |- | ||
|[[File:Water B Icon.png|alt=Water Bottle Icon|frameless|100x100px]] | |[[File:Water B Icon.png|alt=Water Bottle Icon|frameless|100x100px]] | ||
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| rowspan="2" |Consumables are consumed upon use. | | rowspan="2" |Consumables are consumed upon use. | ||
Creates Water Surface | Creates Water Surface | ||
Gives Wet condition | Gives Wet condition | ||
|- | |- | ||
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| | | | ||
#Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage. | #Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage. | ||
#If the wearer is standing in a Water Surface at the start of their turn, they heal for {{DieIcon|d4| | #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] | ||
#Standard effects of Create or Destroy Water spell. | #Standard effects of Create or Destroy Water spell. | ||
|- | |- | ||
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==Actions== | ==Actions== | ||
[[File:Action Icon.png|alt=Action Resource Icon|left|frameless|25x25px]] | [[File:Action Icon.png|alt=Action Resource Icon|left|frameless|25x25px]] | ||
Actions are the primary interaction options players can make in Baldur's Gate 3. Everything from weapon attacks, casting spells, crouching to hide, or throwing enemies headfirst at their allies are actions that | Actions are the primary interaction options players can make in Baldur's Gate 3. Everything from weapon attacks, casting spells, crouching to hide, or throwing enemies headfirst at their allies are potential actions that can be made during one's turn. Selecting your actions is important to determine how you handle the immediate situation, and even set up conditions to benefit yourself later. Many of these 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" | {| class="wikitable mw-collapsible" | ||
|+{{DamageType|Cold}} Actions | |+{{DamageType|Cold}} Actions | ||
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! | ! | ||
!Name | !Name | ||
!Base Cold Damage | !Base {{DamageType|Cold}} Damage | ||
!Special Cold Factors | !Special {{DamageType|Cold}} Factors | ||
!Source | ! Source | ||
|- | |- | ||
|[[File:Absorb Elements Icon.png|alt=Absorb Elements Icon|frameless|100x100px]] | |[[File:Absorb Elements Icon.png|alt=Absorb Elements Icon|frameless|100x100px]] | ||
| [[Absorb Elements]] | |[[Absorb Elements]] | ||
| {{DamageText|1d6 (1~6)|Cold}}* | |{{DamageText|1d6 (1~6)|Cold}}* | ||
|Take half damage from the next | |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 | Once per Short Rest | ||
|Cloak of Elemental Absorption | |Cloak of Elemental Absorption | ||
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|[[Frost of Dark Winter]] | |[[Frost of Dark Winter]] | ||
|N/A | |N/A | ||
| Cast [[Cone of Cold]], once per Short Rest | |Cast [[Cone of Cold]], once per Short Rest | ||
Cast [[Ice Storm]], once per Short Rest | Cast [[Ice Storm]], once per Short Rest | ||
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|[[Markoheshkir]], [[Kereska's Favour]] | |[[Markoheshkir]], [[Kereska's Favour]] | ||
|- | |- | ||
| colspan="5" | <small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small> | | colspan="5" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small> | ||
|} | |} | ||
|- | |- | ||
| colspan="7" | | | colspan="7" | | ||
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!AOE | !AOE | ||
!Saving Throw | !Saving Throw | ||
!Special Cold Factors | ! Special Cold Factors | ||
!Source | !Source | ||
|- | |- | ||
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|[[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 | ||
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| | | | ||
| | | | ||
|Gives | |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 | ||
|} | |} | ||
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!Name | !Name | ||
!Ki Points | !Ki Points | ||
!Bast Cold Damage | !Bast {{DamageType|Cold}} Damage | ||
!AOE | !AOE | ||
!Saving Throw | ! [[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw | ||
!Special Cold Factors | !Special {{DamageType|Cold}} Factors | ||
|- | |- | ||
|[[File:Ice Knife Icon.png|alt=Blade of Rime Icon|frameless|100x100px]] | |[[File:Ice Knife Icon.png|alt=Blade of Rime Icon|frameless|100x100px]] | ||
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|2 | |2 | ||
|{{DamageText|2d6 (2~12)|Cold}} | |{{DamageText|2d6 (2~12)|Cold}} | ||
| ✓ | |✓ | ||
|Dexterity: Negate | |Dexterity: Negate | ||
|Creates Ice Surface | |Creates Ice Surface | ||
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| | | | ||
|Monk version of Ray of Frost | |Monk version of Ray of Frost | ||
Damage upcast at Monk Level 9 | Damage upcast at Monk Level 9 | ||
|- | |- | ||
|[[File:Action Monk IceCube.png|alt=Shaping of the Ice|frameless|100x100px]] | |[[File:Action Monk IceCube.png|alt=Shaping of the Ice|frameless|100x100px]] | ||
|[[Shaping of the Ice]] | |[[Shaping of the Ice]] | ||
|1 | |1 | ||
|N/A | |N/A | ||
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|} | |} | ||
|- | |- | ||
| colspan="7" |[[File:Spell Slot Icon.png|alt=Spell Slot Icon|left|frameless|25x25px]]Spells serve as a core aspect for combat, | | colspan="7" |[[File:Spell Slot Icon.png|alt=Spell Slot Icon|left|frameless|25x25px]]Spells serve as a core aspect for combat, exploration, and interaction in Baldur's Gate 3. Spells offer the ability to easily switch between damage types (i.e. {{DamageType|Cold}}), and attacks/effects against Targets from a distance and in various ways. Except cantrips, out of combat Ritual spells, or spells achieved through [[Scrolls|Spell Scrolls]] all spells will consume the Spell Slot resource. | ||
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. This makes it extremely valuable, and potentially easy, to prepare companions ahead of time to cooperate their abilities and spells towards common goals. | |||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+Spells that Inflict/Impact Cold Damage | |+Spells that Inflict/Impact {{DamageType|Cold}} Damage | ||
! | ! | ||
!Name | !Name | ||
!Spell Level | !Spell Level | ||
!Base Cold Damage | !Base {{DamageType|Cold}} Damage | ||
!Upcast Cold Damage | ! Upcast {{DamageType|Cold}} Damage | ||
!Concentration | ! Concentration | ||
!AOE | !AOE | ||
!Saving Throw | ![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]]Saving Throw | ||
!Special 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}} | |{{DamageText|5|Cold}}* | ||
| | | | ||
| | | | ||
Line 395: | Line 397: | ||
|- | |- | ||
|[[File:Chromatic Orb Cold Icon.png|alt=Chromatic Orb: Cold Icon|frameless|100x100px]] | |[[File:Chromatic Orb Cold Icon.png|alt=Chromatic Orb: Cold Icon|frameless|100x100px]] | ||
|[[Chromatic Orb: Cold]] | | [[Chromatic Orb: Cold]] | ||
|1 | |1 | ||
|{{DamageText|2d8 (2~16)|Cold}} | |{{DamageText|2d8 (2~16)|Cold}} | ||
|{{DamageText|1d8 (1~8)|Cold}} | | {{DamageText|1d8 (1~8)|Cold}} | ||
| | | | ||
|✓ | |✓ | ||
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|5 | |5 | ||
| rowspan="3" |Consult Summoned Elemental Actions table | | rowspan="3" |Consult Summoned Elemental Actions table | ||
| rowspan="3" |N/A | | rowspan="3" |N/A | ||
| | | | ||
| | | | ||
| | | | ||
| 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]] | ||
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+1 bonus to weapon attack roles | +1 bonus to weapon attack roles | ||
|- | |- | ||
|[[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 | ||
| | | | ||
| | | | ||
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|[[Glyph of Warding: Cold]] | |[[Glyph of Warding: Cold]] | ||
|3 | |3 | ||
|{{DamageText|5d8 (5~40)|Cold}} | | {{DamageText|5d8 (5~40)|Cold}} | ||
|{{DamageText|1d8 (1~8)|Cold}} | |{{DamageText|1d8 (1~8)|Cold}} | ||
| | | | ||
|✓ | |✓ | ||
|Dexterity: Halve | | Dexterity: Halve | ||
|Inflicts damage upon contact with Hostile Target | |Inflicts damage upon contact with Hostile Target | ||
|- | |- | ||
|[[File:Hunger of Hadar Icon.png|alt=Hunger of Hadar|frameless|100x100px]] | |[[File:Hunger of Hadar Icon.png|alt=Hunger of Hadar|frameless|100x100px]] | ||
|[[Hunger of Hadar]] | |[[Hunger of Hadar]] | ||
|3 | |3 | ||
|{{DamageText|2d6 (2~12)|Cold}} | |{{DamageText|2d6 (2~12)|Cold}} | ||
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|[[Ice Knife]] | |[[Ice Knife]] | ||
|1 | |1 | ||
|{{DamageText|2d6 (2~12)|Cold}} | |{{DamageText|2d6 (2~12)|Cold}} | ||
|{{DamageText|1d6 (1~6)|Cold}} | |{{DamageText|1d6 (1~6)|Cold}} | ||
| | | | ||
|✓ | |✓ | ||
|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 | ||
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|6 | |6 | ||
|{{DamageText|10d6 (10~60)|Cold}} | |{{DamageText|10d6 (10~60)|Cold}} | ||
|N/A | |N/A | ||
| | | | ||
|✓ | |✓ | ||
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|3 | |3 | ||
|N/A | |N/A | ||
|N/A | | N/A | ||
|✓ | | ✓ | ||
| | | | ||
| | | | ||
|Gives Resistance to {{DamageType|Cold}} damage | |Gives Resistance to {{DamageType|Cold}} damage | ||
|- | |- | ||
|[[File:Ray of Frost Icon.png|alt=Ray of Frost Icon|frameless|100x100px]] | | [[File:Ray of Frost Icon.png|alt=Ray of Frost Icon|frameless|100x100px]] | ||
|[[Ray of Frost]] | |[[Ray of Frost]] | ||
|0 | |0 | ||
|{{DamageText|1d8 (1~8)|Cold}} | |{{DamageText|1d8 (1~8)|Cold}} | ||
|{{DamageText|1d8 (1~8)|Cold}} | |{{DamageText|1d8 (1~8)|Cold}} | ||
| | | | ||
| | | | ||
| | | | ||
|Inflicts [[Ray of Frost (Condition)]] | | Inflicts [[Ray of Frost (Condition)]] | ||
Damage upcast added at Spellcaster Level 5 and again at 10 | Damage upcast added at Spellcaster Level 5 and again at 10 | ||
|- | |- | ||
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|3 | |3 | ||
|N/A | |N/A | ||
|N/A | |N/A | ||
|✓ | |✓ | ||
|✓ | |✓ | ||
Line 545: | Line 547: | ||
Interrupts Concentration | Interrupts Concentration | ||
10 turn duration | 10 turn duration | ||
|- | |- | ||
|[[File:Spell Evocation WallOfIce.png|alt=Wall of Ice Icon|frameless|100x100px]] | |[[File:Spell Evocation WallOfIce.png|alt=Wall of Ice Icon|frameless|100x100px]] | ||
|[[Wall of Ice]] | |[[Wall of Ice]] | ||
|6 | |6 | ||
|{{DamageText|10d6 (10~60)|Cold}} | | {{DamageText|10d6 (10~60)|Cold}} | ||
|N/A | |N/A | ||
|✓ | |✓ | ||
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|} | |} | ||
|- | |- | ||
| colspan="7" |There are numerous useful creatures players can summon to assist them in combat by inflicting damage, aiding allies, applying conditions, or changing the Surfaces of the battlefield. The elemental summons stand as the most iconic and accessible summons players can bring forth, and those that deal and interact with {{DamageType|Cold}} damage are listed below with their unique actions. | | colspan="7" |[[File:Spell Conjuration FindFamiliar.png|alt=Summoned Creature Icon|left|frameless|25x25px]]There are numerous useful creatures players can summon to assist them in combat by inflicting damage, aiding allies, applying conditions, or changing the Surfaces of the battlefield. The elemental summons stand as the most iconic and accessible summons players can bring forth, and those that deal and interact with {{DamageType|Cold}} damage are listed below with their unique actions. | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+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 in Baldur's Gate 3. Brought forth through the Level 4 spell, [[Conjure Minor Elemental]]: Ice Mephits. The Ice Mephit is a useful ally in combat being able to attack and distract enemies, create Ice Surfaces, and inflicting damage even in death. 2 Ice Mephits are summoned at a time, conflict with any other entities summoned through Conjure Minor Elemental, do not conflict with entities summoned through [[Conjure Elemental]], and persists 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 in Baldur's Gate 3. Brought forth through the Level 4 spell, [[Conjure Minor Elemental]]: Ice Mephits. The Ice Mephit is a useful ally in combat being able to attack and distract enemies, create Ice Surfaces, and inflicting damage even in death. 2 Ice Mephits are summoned at a time, conflict with any other entities summoned through Conjure Minor Elemental, do not conflict with entities summoned through [[Conjure Elemental]], and persists until death or Long Rest. | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+Ice Mephit Cold Actions | |+Ice Mephit Cold Actions | ||
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!Name | !Name | ||
!Base Cold Damage | !Base Cold Damage | ||
! AOE | !AOE | ||
!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}} | ||
| | | | ||
Line 602: | Line 604: | ||
|- | |- | ||
|[[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}} | ||
|✓ | | ✓ | ||
|Dexterity: Halve | |Dexterity: Halve | ||
|Kills Ice Mephit | | Kills Ice Mephit | ||
|- | |- | ||
|[[File:Action Monster IceMephit DeathBurst Died.png|alt=Death Burst: Cold (Auto) Icon|frameless|100x100px]] | |[[File:Action Monster IceMephit DeathBurst Died.png|alt=Death Burst: Cold (Auto) Icon|frameless|100x100px]] | ||
|Death Burst: Cold (Auto) | | Death Burst: Cold (Auto) | ||
|{{DamageText|2d6 (2~12)|Cold}} | |{{DamageText|2d6 (2~12)|Cold}} | ||
|✓ | |✓ | ||
|Dexterity: Halve | |Dexterity: Halve | ||
|Automatically activates upon natural death | | Automatically activates upon natural death | ||
|} | |} | ||
|- | |- | ||
|[[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 in Baldur's Gate 3. Brought forth through the Level 5 spell, [[Conjure Elemental]]: Water Elemental. The Water Elemental is a strong ally in combat applying, and exploiting, Conditions on Targets and creating plenty of Surfaces for battlefield management. 1 Water Elemental is summoned at a time, conflicts with any other entities summoned through Conjure Elemental, and 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 in Baldur's Gate 3. Brought forth through the Level 5 spell, [[Conjure Elemental]]: Water Elemental. The Water Elemental is a strong ally in combat applying, and exploiting, Conditions on Targets and creating plenty of Surfaces for battlefield management. 1 Water Elemental is summoned at a time, conflicts with any other entities summoned through Conjure Elemental, and persists until death or Long Rest. | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+Water Elemental Cold Actions | |+ Water Elemental Cold Actions | ||
| | | | ||
|Name | |Name | ||
|Base Cold Damage | |Base Cold Damage | ||
|AOE | | AOE | ||
|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}} | ||
! | ! | ||
! | ! | ||
|Inflicts Chilled for 2 turns | |Inflicts Chilled for 2 turns | ||
Creates Water Surface | Creates Water Surface | ||
|- | |- | ||
|<small><sup>[[File:Action Monster ElementalWater WintersBreath.png|alt=Winter's Breath Icon|frameless|100x100px]]</sup></small> | |<small><sup>[[File:Action Monster ElementalWater WintersBreath.png|alt=Winter's Breath Icon|frameless|100x100px]]</sup></small> | ||
|Winter's Breath | | Winter's Breath | ||
|{{DamageText|4d6 (4~24)|Cold}}{{DamageText|2d6 (2~12)|Cold}}* | |{{DamageText|4d6 (4~24)|Cold}}{{DamageText|2d6 (2~12)|Cold}}* | ||
|✓ | |✓ | ||
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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> | ||
|Multiattack: (Water) | |Multiattack: (Water) | ||
|{{DamageText|2d4 (2~8)|Cold}}{{DamageText|2d4 (2~8)|Cold}} | |{{DamageText|2d4 (2~8)|Cold}}{{DamageText|2d4 (2~8)|Cold}} | ||
| | | | ||
| | | | ||
|Once per turn | | Once per turn | ||
|- | |- | ||
| colspan="6" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small> | | colspan="6" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small> | ||
|} | |} | ||
|- | |- | ||
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! | ! | ||
!Name | !Name | ||
! Base Cold Damage | !Base Cold Damage | ||
!AOE | !AOE | ||
!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]] | ||
|Trident of the Depths | |Trident of the Depths | ||
|{{DamageText|1d6 (1~6)|Cold}} | |{{DamageText|1d6 (1~6)|Cold}} | ||
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| | | | ||
|- | |- | ||
| [Image Pending] | |[Image Pending] | ||
|Hiemal Strike | |Hiemal Strike | ||
|{{DamageText|1d6 (1~6)|Cold}} {{DamageText|1d10 (1~10)|Cold}} | |{{DamageText|1d6 (1~6)|Cold}} {{DamageText|1d10 (1~10)|Cold}} | ||
| | | | ||
| | | | ||
|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}} | ||
|✓ | |✓ | ||
| | | | ||
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|[Image Pending] | |[Image Pending] | ||
|Healing Vapours | |Healing Vapours | ||
|N/A | |N/A | ||
|✓ | |✓ | ||
| | | | ||
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|} | |} | ||
==Effects== | == Effects == | ||
Progressing through Baldur's Gate 3 players will | [[File:Passive Feature Generic Icon.png|alt=Effects Icon|left|frameless|25x25px]] | ||
Progressing through Baldur's Gate 3 players will earn impressive powers through gear and unlock significant features by leveling up. These aspects can be regarded as effects, that alter how the player's actions play out in combat, exploration, and interaction. From offering or ignoring damage Resistances, inflicting or immunizing against particular effects, increasing damage or providing healing, effects are major changes to how players fight. | |||
The effects that directly concern {{DamageType|Cold}} damage and behavior are listed below with their descriptions. | |||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+{{DamageType|Cold}} Effects | |+{{DamageType|Cold}} Effects | ||
| | |Features will remain permanently active on the player upon unlock (barring things such as class respec). | ||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+ | |+Features that Impact {{DamageType|Cold}} Damage | ||
! Name | ! | ||
!Name | |||
!Effect Description | !Effect Description | ||
!Source | !Source | ||
|- | |- | ||
|[[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]] | ||
|- | |- | ||
|Draconic Ancestry | |[[File:PassiveFeature DraconicAncestry Silver.png|alt=Draconic Ancestry Silver Icon|frameless|100x100px]] | ||
|You have Resistance to a particular damage type depending on your Dragonborn subrace (i.e. Silver & White Dragons are {{DamageType|Cold}}). | | rowspan="2" |Draconic Ancestry | ||
|[[Dragonborn]] Race | | 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 | |||
|- | |- | ||
| Elemental Adept: Cold | |[[File:PassiveFeature DraconicAncestry White.png|alt=Draconic Ancestry White Icon|frameless|100x100px]] | ||
| Your spells ignore Resistance to {{DamageType|Cold}}. When you cast {{DamageType|Cold}} spells you cannot role a 1. | |- | ||
| [[File:PassiveFeature ElementalAdept Cold.png|alt=Elemental Adept Cold Icon|frameless|100x100px]] | |||
|Elemental Adept: Cold | |||
|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]] | |||
|Elemental Affinity: Damage | |Elemental Affinity: Damage | ||
|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 add your Charisma modifier to the damage. | |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 add your Charisma modifier to the damage. | ||
|Level 6 [[Sorcerer]], [[Draconic Bloodline]] | |Level 6 [[Sorcerer]], [[Draconic Bloodline]] | ||
|- | |- | ||
|[[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]] | |||
|Fiendish Resilience | |Fiendish Resilience | ||
|Choose a damage type (i.e. {{DamageType|Cold}}) to become | |Choose a damage type (i.e. {{DamageType|Cold}}) to become Resistant to, you can change this each Short Rest. | ||
|Level 10 [[Warlock]] [[The Fiend|Fiend]] | |Level 10 [[Warlock]] [[The Fiend|Fiend]] | ||
|- | |- | ||
|[[File:PassiveFeature NaturalExplorer WastelandWanderer Cold.png|alt=Wasteland Wanderer Cold Icon|frameless|100x100px]] | |||
|Wasteland Wanderer: Cold | |Wasteland Wanderer: Cold | ||
|Resistance to {{DamageType|Cold}} damage. | |Resistance to {{DamageType|Cold}} damage. | ||
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|} | |} | ||
|- | |- | ||
| | |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). | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+ | |+Gear Effects that Impact {{DamageType|Cold}} Damage | ||
!Name | ! Name | ||
! | !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 | ||
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|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 | ||
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|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. | ||
Resistance to {{DamageType|Cold}} damage. | Resistance to {{DamageType|Cold}} damage. | ||
When you deal spell damage, you inflict 1 turn of [[Encrusted with Frost (Condition)|Encrusted with Frost]] on the Target. | When you deal spell damage, you inflict 1 turn of [[Encrusted with Frost (Condition)|Encrusted with Frost]] on the Target. | ||
|[[Markoheshkir]], [[Kereska's Favour]] | | [[Markoheshkir]], [[Kereska's Favour]] | ||
Must be reapplied after Long Rest | Can be changed, once per Short Rest | ||
Must be reapplied, after Long Rest | |||
|- | |- | ||
|Elemental Augmentation | |Elemental Augmentation | ||
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|- | |- | ||
|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 | ||
|- | |- | ||
|Elements of an Epoch | |Elements of an Epoch | ||
|Depending on the kind of damage chosen from [[Elemental Age]], your attack also inflicts a related condition (i.e. [[Chilled (Condition)|Chilled]]). | |Depending on the kind of damage chosen from [[Elemental Age]] (i.e. {{DamageType|Cold}}), your attack also inflicts a related condition (i.e. [[Chilled (Condition)|Chilled]]). | ||
|Flail of Ages | |Flail of Ages | ||
|- | |- | ||
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|- | |- | ||
|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. | |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 | ||
|- | |- | ||
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|This weapon has Advantage against Wet Targets. | |This weapon has Advantage against Wet Targets. | ||
|Wavemother's Sickle | |Wavemother's Sickle | ||
|- | |||
|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] | |||
|Wavemother's Robe | |||
|- | |- | ||
|Winter's Clutches | |Winter's Clutches | ||
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==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. | ||
{| class="wikitable" | {| class="wikitable mw-collapsible" | ||
|+ | |+Conditions related to{{DamageType|Cold}} Damage | ||
! | !Name | ||
! | !Condition Description | ||
! | !Special Cold Factors | ||
|- | |- | ||
|Chilled | |{{IconLink|size=50|Chilled Condition Icon.webp|Chilled (Condition)|Chilled}} | ||
| | |Target becomes Vulnerable to {{DamageType|Cold}} damage, and Resistant to {{DamageType|Fire}} damage | ||
|Vulnerable Targets take double {{DamageType|Cold}} damage | |||
|- | |- | ||
|Encrusted with Frost | |{{IconLink|size=50|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|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 {{IconLink|size=25|Frozen Condition Icon.webp|Frozen (Condition)|Frozen}}. If Target succeeds a {{SavingThrow}} they take half damage and lose {{IconLink|size=25|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|Encrusted with Frost}}. | ||
Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s. | |||
Removed by {{IconLink|size=25|Burning Condition Icon.webp|Burning (Condition)|Burning}}. | |||
|Can apply {{IconLink|size=25|Frozen Condition Icon.webp|Frozen (Condition)|Frozen}}Can inflict {{DamageType|Cold}} damage | |||
Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s, making it easier to become {{IconLink|size=25|Prone Condition Icon.webp|Prone (Condition)|Prone}}. | |||
|- | |- | ||
|Frostbite | |{{IconLink|size=50|Frostbite Condition Icon.webp|Frostbite (Condition)|Frostbite}} | ||
| | |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 | |||
|- | |- | ||
|Frozen | |{{IconLink|size=50|Frozen Condition Icon.webp|Frozen (Condition)|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. | ||
While Frozen Target becomes Vulnerable to {{DamageType|Bludgeoning}}, {{DamageType|Thunder}}, and {{DamageType|Force}} damage. | |||
|Applied by 7 turns of {{IconLink|size=25|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|Encrusted with Frost}} | |||
|- | |- | ||
|Prone | |{{IconLink|size=50|Prone Condition Icon.webp|Prone (Condition)|Prone}} | ||
| | |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. | |||
Targets break Concentration when becoming Prone. While Prone they cannot perform [[Action|Actions]], [[Bonus Action|Bonus actions]], or [[Reaction (Combat)|Reactions]]. | |||
|Caused by Ice Surfaces | |||
Consumes half a Target's movement speed | |||
|- | |- | ||
|Ray of Frost | |{{IconLink|size=50|Ray of Frost Condition Icon.webp|Ray of Frost (Condition)|Ray of Frost}} | ||
| | |Reduces Target movement speed by {{distance|m=3|ft=10}}. | ||
Only applied by [[Ray of Frost]] cantrip. | |||
|Reduces Target's movement speed | |||
|- | |- | ||
|Wet | |{{IconLink|size=50|Wet Condition Icon.webp|Wet (Condition)|Wet}} | ||
| | |Target becomes immune to {{IconLink|size=25|Burning Condition Icon.webp|Burning (Condition)|Burning}} and has Resistance to {{DamageType|Fire}} 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. | |||
|Vulnerable Targets take double {{DamageType|Cold}} damage | |||
|} | |} | ||
== | ==Surfaces== | ||
[Review for revision] | [Review for revision] | ||
{| class="wikitable mw-collapsible" | |||
|+ | |||
!Name | |||
!Surface Description | |||
!Special Cold Factors | |||
[ | |- | ||
|[Image Pending] Ice Cloud | |||
| | |||
| | |||
|- | |||
|{{IconLink|size=50|Ice Surface Icon.png|Ice Surface|Ice Surface}} | |||
| | |||
| | |||
= | |- | ||
|{{IconLink|size=50|Steam Cloud Icon.png|Steam Cloud|Steam Cloud}} | |||
| | |||
= | | | ||
|- | |||
|{{IconLink|size=50|Water Surface Icon.png|Water Surface|Water Surface}} | |||
| | |||
| | |||
|} | |||
===[[Ice Surface]]=== | ===[[Ice Surface]]=== | ||
Ice Surface | Ice Surface are the signature Surface of {{DamageType|Cold}} damage being directly created by many {{DamageType|Cold}} spells with area effects. Ice Surfaces can also be created by Blood and Water Surfaces when they, or a target standing in them, are hit by a {{DamageType|Cold}} damage or another Ice Surface is created that connects to them. | ||
Ice Surfaces cause Targets to make Dexterity Saving Throws to avoid becoming [[Prone (Condition)|Prone]]. Prone targets are more open to attack and attacks made within melee range role with Advantage. | Ice Surfaces cause Targets to make Dexterity Saving Throws to avoid becoming [[Prone (Condition)|Prone]]. Prone targets are more open to attack and attacks made within melee range role with Advantage. | ||
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[Review for revision] | [Review for revision] | ||
Revision as of 09:09, 28 August 2023
This article is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |
Cold damage is an elemental Damage Type available in Baldur's Gate 3. Cold damage is available through select Spells and Items. Targets in Baldur's Gate 3 may have Vulnerabilities, Resistances, and Immunities to certain Damage Types that affect how much damage they receive from such sources.
Cold damage has an association with conditions and effects that interfere with ground movement, particularly Ice Surfaces, that makes it valuable to disrupt moving Targets. The conditions and effects of Cold damage often run counter to those related to Fire damage.
*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.
[Review for revision]
Equipment
Traveling across the Sword's Coast in Baldur's Gate 3 players will be able to find many unique pieces of equipment to aid them in combat. From weapons to armors, arrows to potions, bottled water to barrels of explosive smokepowder, the equipment you can discover can drastically change the way players approach and handle conflict. More so, many pieces of equipable gear offer unique modifiers and effects that enable players to inflict Cold damage, or impact their actions and afflicted damage 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.
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Actions
Actions are the primary interaction options players can make in Baldur's Gate 3. Everything from weapon attacks, casting spells, crouching to hide, or throwing enemies headfirst at their allies are potential actions that can be made during one's turn. Selecting your actions is important to determine how you handle the immediate situation, and even set up conditions to benefit yourself later. Many of these 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.
The equipment you select in Baldur's Gate 3 affords players distinct actions, dependent on your proficiency with the weapon type, or by equipping unique one-of-a-kind items. Below are actions unlocked by such equipment that inflict or impact Cold damage.
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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.
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Spells serve as a core aspect for combat, exploration, and interaction in Baldur's Gate 3. Spells offer the ability to easily switch between damage types (i.e. Cold), and attacks/effects against Targets from a distance and in various ways. Except cantrips, out of combat Ritual spells, or spells achieved through Spell Scrolls all spells will consume the Spell Slot resource.
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. This makes it extremely valuable, and potentially easy, to prepare companions ahead of time to cooperate their abilities and spells towards common goals.
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There are numerous useful creatures players can summon to assist them in combat by inflicting damage, aiding allies, applying conditions, or changing the Surfaces of the battlefield. The elemental summons stand as the most iconic and accessible summons players can bring forth, and those that deal and interact with Cold damage are listed below with their unique actions.
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Effects
Progressing through Baldur's Gate 3 players will earn impressive powers through gear and unlock significant features by leveling up. These aspects can be regarded as effects, that alter how the player's actions play out in combat, exploration, and interaction. From offering or ignoring damage Resistances, inflicting or immunizing against particular effects, increasing damage or providing healing, effects are major changes to how players fight.
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).
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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).
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Conditions
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 |
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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 Cold damage
Targets have Disadvantage on Dexterity Saving throws, making it easier to become . | Can inflict |
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 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. |
and has Resistance to Vulnerable Targets take double Cold damage |
Surfaces
[Review for revision]
Name | Surface Description | Special Cold Factors |
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[Image Pending] Ice Cloud | ||
Ice Surface
Ice Surface are the signature Surface of Cold damage being directly created by many Cold spells with area effects. Ice Surfaces can also be created by Blood and Water Surfaces when they, or a target standing in them, are hit by a Cold damage or another Ice Surface is created that connects to them.
Ice Surfaces cause Targets to make Dexterity Saving Throws to avoid becoming Prone. Prone targets are more open to attack and attacks made within melee range role with Advantage.
[Review for revision]
Steam Cloud
Steam Cloud is a valuable Surface to inflict the Wet Status on Targets making it highly useful when dealing Cold damage. Steam Clouds can be created by igniting Water Surfaces with Fire damage. Water Surfaces naturally form from Ice Surfaces that melt after 2 Rounds or after being hit by Fire damage.
[Review for revision]