Cold Damage: Difference between revisions

Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 1: Line 1:
{{Stub}}
[[File:GenericIcon DamageType Cold.png|alt=Cold Damage Icon|right|frameless|144x144px]]
[[File:GenericIcon DamageType Cold.png|alt=Cold Damage Icon|right|frameless|144x144px]]
{{DamageType|Cold}} damage is an elemental [[Damage Types|Damage Type]] available in Baldur's Gate 3. {{DamageType|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.
{{DamageType|Cold}} damage is an elemental [[Damage Types|Damage Type]] available in Baldur's Gate 3. Representative of the aspects of chill, ice, and water{{DamageType|Cold}} damage often serves as a counter to {{DamageType|Fire}} damage. {{DamageType|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.
 
{{DamageType|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 {{DamageType|Cold}} damage often run counter to those related to {{DamageType|Fire}} damage.


<small><sup>*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.</sup></small>
<small><sup>*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.</sup></small>
Line 18: Line 15:
|
|
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+Gear that Inflicts {{DamageType|Cold}} Damage
|+ Gear that Inflicts {{DamageType|Cold}} Damage
!
!
!Name
!Name  
!Item Type
!Item Type
!Base {{DamageType|Cold}} Damage
! Base {{DamageType|Cold}} Damage
!Enables Spell
!Enables Spell
!Unlocks
!Unlocks
Line 49: Line 46:
|{{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]]
Line 58: Line 55:
|✓
|✓
|
|
#Cast [[Elemental Age]] spell, once per Long Rest
# Cast [[Elemental Age]] spell, once per Long Rest
#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 (i.e. {{DamageType|Cold}}), 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]]).
Line 70: Line 67:
|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.
|-
|-
|[[File:Mourning Frost Icon.png|alt=Mourning Frost Icon|frameless|100x100px]]
|[[File:Mourning Frost Icon.png|alt=Mourning Frost Icon|frameless|100x100px]]
Line 86: Line 83:
|
|
#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.
|-
|-
Line 94: Line 91:
|{{DamageText|1d4 (1~4)|Cold}}*
|{{DamageText|1d4 (1~4)|Cold}}*
|
|
|Elemental Infusion effect
| Elemental Infusion effect
|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]]
|[[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}}*
|✓
|✓
|
|  
#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.
#Standard effects of Ice Knife spell.
#Standard effects of Ice Knife spell.
Line 115: Line 112:
|{{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.
|-
|-
| colspan="7" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base gear</sup></small>
| colspan="7" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base gear</sup></small>
Line 126: Line 123:
!
!
!Name
!Name
!Item Type  
!Item Type
!Unlocks
!Unlocks
!Special {{DamageType|Cold}} Factors
!Special {{DamageType|Cold}} Factors
Line 145: Line 142:
|[[Cloak of Elemental Absorption]]
|[[Cloak of Elemental Absorption]]
|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.
|-
|-
Line 152: Line 149:
|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]]
Line 184: Line 181:
|[[Hoarfrost Boots]]
|[[Hoarfrost Boots]]
|Boots
|Boots
|Hoarfrost Balance effect
| Hoarfrost Balance effect
|You cannot fall prone while traversing Ice Surfaces.
|You cannot fall prone while traversing Ice Surfaces.  
|-
|-
|[[File:Icebite Robe Icon.png|alt=Icebite Robe Icon|frameless|100x100px]]
|[[File:Icebite Robe Icon.png|alt=Icebite Robe Icon|frameless|100x100px]]
Line 198: Line 195:
|[[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]]
Line 205: Line 202:
|Quarterstaves
|Quarterstaves
|Cast Create Water, once per Short Rest
|Cast Create Water, once per Short Rest
|Standard effects of Create Water spell.
|Standard effects of Create Water spell.  
|-
|-
|[[File:Robe of Summer Icon.png|alt=Robe of Summer Icon|frameless|100x100px]]
|[[File:Robe of Summer Icon.png|alt=Robe of Summer Icon|frameless|100x100px]]
Line 217: Line 214:
|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]]
|[[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]]
Line 243: Line 240:
#Temperature Adjustment effect
#Temperature Adjustment effect
#Watery Rejuvenation effect
#Watery Rejuvenation effect
#Cast [[Create or Destroy Water]], once per Short Rest
# Cast [[Create or Destroy Water]], once per Short Rest
|
|
#Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage.
#Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage.
Line 251: Line 248:
|[[File:Winter's Clutches Icon.png|alt=Winter's Clutches Icon|frameless|100x100px]]
|[[File:Winter's Clutches Icon.png|alt=Winter's Clutches Icon|frameless|100x100px]]
|[[Winter's Clutches]]
|[[Winter's Clutches]]
|Gloves
| Gloves
|Winter's Clutches effect
|Winter's Clutches effect
|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).
Line 270: Line 267:
!
!
!Name
!Name
!Base {{DamageType|Cold}} Damage
! Base {{DamageType|Cold}} Damage
!Special {{DamageType|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]]
Line 300: Line 297:
|-
|-
| 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" |
Line 308: Line 305:
!Name
!Name
!Base Cold Damage
!Base Cold Damage
!AOE
! AOE
!Saving Throw
!Saving Throw
! Special Cold Factors
!Special Cold Factors
!Source
!Source
|-
|-
Line 316: Line 313:
|[[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
Line 333: Line 330:
| 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.
| 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"
{| class="wikitable mw-collapsible mw-collapsed"
|+Monk Actions
|+ Monk Actions
!
!
!Name
!Name
!Ki Points
!Ki Points
!Bast {{DamageType|Cold}} Damage
!Bast {{DamageType|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 {{DamageType|Cold}} Factors
!Special {{DamageType|Cold}} Factors
Line 347: Line 344:
|{{DamageText|2d6 (2~12)|Cold}}
|{{DamageText|2d6 (2~12)|Cold}}
|✓
|✓
|Dexterity: Negate
| Dexterity: Negate
|Creates Ice Surface
|Creates Ice Surface
Identical to Ice Knife
Identical to Ice Knife
Line 380: Line 377:
!Spell Level
!Spell Level
!Base {{DamageType|Cold}} Damage
!Base {{DamageType|Cold}} Damage
! Upcast {{DamageType|Cold}} Damage  
!Upcast {{DamageType|Cold}} Damage
! Concentration
! Concentration
!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
Line 397: Line 394:
|-
|-
|[[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}}
|
|
|✓
|✓
|
|
|Creates Ice Surface
| Creates Ice Surface
|-
|-
|[[File:Cone of Cold Icon.png|alt=Cone of Cold Icon|frameless|100x100px]]
|[[File:Cone of Cold Icon.png|alt=Cone of Cold Icon|frameless|100x100px]]
Line 417: Line 414:
|-
|-
|[[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
| 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]]
Line 452: Line 449:
+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
|
|
|
|
Line 466: Line 463:
|[[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}}
|N/A
|N/A
|✓
|✓  
|✓
|✓
|
|
Line 487: Line 484:
|[[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
Line 509: Line 506:
|6
|6
|{{DamageText|10d6 (10~60)|Cold}}
|{{DamageText|10d6 (10~60)|Cold}}
|N/A  
|N/A
|
|
|✓
|✓
Line 519: Line 516:
|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
|-
|-
Line 540: Line 537:
|3
|3
|N/A
|N/A
|N/A  
|N/A
|✓
|✓
|✓
|✓
|Constitution: Concentration
|Constitution: Concentration
|Creates Ice Surface
|Creates Ice Surface
Line 552: Line 549:
|[[Wall of Ice]]
|[[Wall of Ice]]
|6
|6
| {{DamageText|10d6 (10~60)|Cold}}
|{{DamageText|10d6 (10~60)|Cold}}
|N/A
|N/A  
|✓
|✓
|✓
|✓
|Dexterity: Halve
|Dexterity: Halve
|Initial damage to enemies in spell path
|Initial damage to enemies in spell path
Upon wall destruction leaves Ice Cloud
Breaking concentration destroys wall


Breaking concentration destroys wall
Creates Ice Surface and battlefield barrier
 
Wall destruction leaves Ice Cloud


10 turn duration
10 turn duration
Line 570: Line 569:
{| 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
Line 576: Line 575:
!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}}
|
|
Line 595: Line 594:
|Creates Ice Surface
|Creates Ice Surface
|-
|-
|[Image Pending]
| [Image Pending]


|Ice Breath
|Ice Breath
Line 604: Line 603:
|-
|-
|[[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
|[[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}}


Line 638: Line 637:
|-
|-
|<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}}*
|✓
|✓
Line 645: Line 644:
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>
|}  
|}
|-
|-
|[[File:Spell Conjuration ConjureElemental HigherLevel Water.png|alt=Water Myrmidon Icon|left|frameless|100x100px]]The Water Myrmidon is the third and most powerful {{DamageType|Cold}} damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 6 spell, [[Conjure Elemental]]: Water Myrmidon. The Water Myrmidon can be a costly ally to summon using the valuable 6th level spell slot, but offers great strength and utility in combat. 1 Water Myrmidon 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 HigherLevel Water.png|alt=Water Myrmidon Icon|left|frameless|100x100px]]The Water Myrmidon is the third and most powerful {{DamageType|Cold}} damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 6 spell, [[Conjure Elemental]]: Water Myrmidon. The Water Myrmidon can be a costly ally to summon using the valuable 6th level spell slot, but offers great strength and utility in combat. 1 Water Myrmidon is summoned at a time, conflicts with any other entities summoned through Conjure Elemental, and persists until death or Long Rest.
Line 665: Line 664:
!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}}
Line 672: Line 671:
|
|
|-
|-
|[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}}
Line 689: Line 688:
|[Image Pending]
|[Image Pending]
|Healing Vapours
|Healing Vapours
|N/A  
|N/A
|✓
|✓
|
|
Line 698: Line 697:
|}
|}


== 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]]
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.
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.
Line 710: Line 709:
!
!
!Name
!Name
!Effect Description
! Effect Description  
!Source
!Source
|-
|-
|[[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]]
|-
|-
Line 721: Line 720:
| 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  
|-
|-
|[[File:PassiveFeature DraconicAncestry White.png|alt=Draconic Ancestry White Icon|frameless|100x100px]]  
|[[File:PassiveFeature DraconicAncestry White.png|alt=Draconic Ancestry White Icon|frameless|100x100px]]
|-
|-
| [[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.
Line 742: Line 741:
|[[File:PassiveFeature FiendishResilience.png|alt=Fiendish Resilience Icon|frameless|100x100px]]
|[[File:PassiveFeature FiendishResilience.png|alt=Fiendish Resilience Icon|frameless|100x100px]]
|Fiendish Resilience
|Fiendish Resilience
|Choose a damage type (i.e. {{DamageType|Cold}}) to become Resistant to, you can change this each Short Rest.
| 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]]  
|[[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.
Line 754: Line 753:
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|+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
Line 766: Line 765:
|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.
Line 777: Line 776:


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]]
Can be changed, once per Short Rest  
Can be changed, once per Short Rest  


Line 786: Line 785:
|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
|-
|-
|Elements of an Epoch
| Elements of an Epoch
|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]]).
|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
Line 800: Line 799:
|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
Line 811: Line 810:
|-
|-
|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
|-
|-
Line 824: Line 823:
|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
Line 844: Line 843:
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+Conditions related to{{DamageType|Cold}} Damage
|+Conditions related to{{DamageType|Cold}} Damage
!Name
!Name  
!Condition Description
!Condition Description
!Special Cold Factors
!Special Cold Factors
|-
|-
|{{IconLink|size=50|Chilled Condition Icon.webp|Chilled (Condition)|Chilled}}
|{{IconLink|size=50|Chilled Condition Icon.webp|Chilled (Condition)|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
|-
|-
|{{IconLink|size=50|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|Encrusted with Frost}}
|{{IconLink|size=50|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|Encrusted with Frost}}
Line 874: Line 873:


Targets break Concentration when becoming Prone. While Prone they cannot perform [[Action|Actions]], [[Bonus Action|Bonus actions]], or [[Reaction (Combat)|Reactions]].
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
| Caused by Ice Surfaces
Consumes half a Target's movement speed
Consumes half a Target's movement speed
|-
|-
|{{IconLink|size=50|Ray of Frost Condition Icon.webp|Ray of Frost (Condition)|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}}.
| 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
Line 886: Line 885:
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  
|}
|}


==Surfaces==
== Surfaces==
[Review for revision]
Occurring naturally across Baldur's Gate 3, and created through distinct spells and items, Surfaces are unique area conditions that impact Targets standing within or upon them. Depending on the Surface Targets can face immediate detrimental effects like taking damage, conditions, reduced movement speed, and more. Surfaces can be quickly created in combat to ensure they afflict Targets, or in situations prepared ahead of time to allow players control over the battle ahead.
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+
!Name  
!Name
!Surface Description
!Special Cold Factors
!Special Cold Factors
!Sources
|-
|-
|[Image Pending] Ice Cloud
|[Image Pending] Ice Cloud
|
|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
|-
|-
|{{IconLink|size=50|Ice Surface Icon.png|Ice Surface|Ice Surface}}
|{{IconLink|size=50|Ice Surface Icon.png|Ice Surface|Ice Surface}}
|
|[[Difficult Terrain]] halves movement speed for Targets moving on it
|
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
|{{DamageType|Cold}} spells that create Ice Surfaces
Hitting liquid surfaces, like [[Blood Surface|Blood]] and Water Surfaces, with {{DamageType|Cold}} damage
|-
|-
|{{IconLink|size=50|Steam Cloud Icon.png|Steam Cloud|Steam Cloud}}
|{{IconLink|size=50|Steam Cloud Icon.png|Steam Cloud|Steam Cloud}}  
|
|Targets standing within have Wet condition making them vulnerable to {{DamageType|Cold}} damage
|
|Hitting Water Surfaces with {{DamageType|Fire}} spells that create [[Fire Surface|Fire Surfaces]]
|-
|-
|{{IconLink|size=50|Water Surface Icon.png|Water Surface|Water Surface}}
|{{IconLink|size=50|Water Surface Icon.png|Water Surface|Water Surface}}
|
|Can be frozen with {{DamageType|Cold}} spells into Ice Surfaces, or vaporized with [[Fire Surface|Fire Surfaces]] to create Steam Clouds
|
|Breaking [[Water Barrel|Water Barrels]] and [[Water|Jugs]]
[[Create Water]] spell
Ice Surfaces melt into Water Surfaces
|}
|}
===[[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.
[Review for revision]
===[[Steam Cloud]]===
Steam Cloud is a valuable Surface to inflict the Wet Status on Targets making it highly useful when dealing {{DamageType|Cold}} damage. Steam Clouds can be created by igniting Water Surfaces with {{DamageType|Fire}} damage. Water Surfaces naturally form from Ice Surfaces that melt after 2 Rounds or after being hit by {{DamageType|Fire}} damage.
[Review for revision]