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Cold Damage: Difference between revisions
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[[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 | {{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}} | |||
<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> | ||
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| | | | ||
{| 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 | ||
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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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|✓ | |✓ | ||
| | | | ||
#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]]). | ||
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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. | ||
|- | |- | ||
|[[File:Mourning Frost Icon.png|alt=Mourning Frost Icon|frameless|100x100px]] | |[[File:Mourning Frost Icon.png|alt=Mourning Frost Icon|frameless|100x100px]] | ||
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| | | | ||
#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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|{{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. | ||
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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. | ||
|- | |- | ||
| 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> | ||
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! | ! | ||
!Name | !Name | ||
!Item Type | !Item Type | ||
!Unlocks | !Unlocks | ||
!Special {{DamageType|Cold}} Factors | !Special {{DamageType|Cold}} Factors | ||
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|[[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. | ||
|- | |- | ||
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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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|[[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]] | ||
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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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|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]] | ||
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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]] | |[[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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#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. | ||
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|[[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). | ||
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! | ! | ||
!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]] | ||
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|- | |- | ||
| 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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!Name | !Name | ||
!Base Cold Damage | !Base Cold Damage | ||
!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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| 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 | ||
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|{{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 | ||
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!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 | ||
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|- | |- | ||
|[[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]] | ||
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|- | |- | ||
|[[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]] | ||
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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}} | ||
|N/A | |N/A | ||
|✓ | |✓ | ||
|✓ | |✓ | ||
| | | | ||
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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 | ||
|✓ | |✓ | ||
|✓ | |||
|Constitution: Concentration | |Constitution: Concentration | ||
|Creates Ice Surface | |Creates Ice Surface | ||
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|[[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 | ||
Breaking concentration destroys wall | |||
Creates Ice Surface and battlefield barrier | |||
Wall destruction leaves Ice Cloud | |||
10 turn duration | 10 turn duration | ||
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{| 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 | ||
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw | ![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw | ||
!Special Cold Factors | !Special Cold Factors | ||
|- | |- | ||
|[Image Pending] | |[Image Pending] | ||
|Freezing Claws | |Freezing Claws | ||
|{{DamageText|2d6 (2~12)|Cold}} | |{{DamageText|2d6 (2~12)|Cold}} | ||
| | | | ||
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|Creates Ice Surface | |Creates Ice Surface | ||
|- | |- | ||
|[Image Pending] | | [Image Pending] | ||
|Ice Breath | |Ice Breath | ||
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|- | |- | ||
|[[File:Action Monster IceMephit DeathBurst.png|alt=Death Burst: Cold Icon|frameless|100x100px]] | |[[File:Action Monster IceMephit DeathBurst.png|alt=Death Burst: Cold Icon|frameless|100x100px]] | ||
| Death Burst: Cold | |Death Burst: Cold | ||
|{{DamageText|4d6 (4~24)|Cold}} | |{{DamageText|4d6 (4~24)|Cold}} | ||
| ✓ | |✓ | ||
|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}}* | ||
|✓ | |✓ | ||
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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> | ||
|} | |} | ||
|- | |- | ||
|[[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. | ||
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!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}} | ||
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|[Image Pending] | |[Image Pending] | ||
|Healing Vapours | |Healing Vapours | ||
|N/A | |N/A | ||
|✓ | |✓ | ||
| | | | ||
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|} | |} | ||
== 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. | ||
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! | ! | ||
!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. | ||
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{| 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 | ||
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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 | ||
|- | |- | ||
|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 | ||
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|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 | ||
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|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 | ||
|- | |- | ||
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|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 | ||
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{| 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}} | ||
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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 | ||
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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== | ||
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 | |||
!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 | |||
|} | |} | ||
Revision as of 22:55, 28 August 2023
Cold damage is an elemental Damage Type available in Baldur's Gate 3. Representative of the aspects of chill, ice, and waterCold damage often serves as a counter to Fire damage. Cold has a strong association with conditions and effects that reduce Targets ground movement speed making it very useful for manipulating the environment of a battlefield and impeding melee attackers.
*Given the extensive support for Ice Surfaces, and in turn Water Surfaces, both they and aspects interacting with them will be treated as factors of Cold Damage for this page.
[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
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.
Name | Special Cold Factors | Sources |
---|---|---|
[Image Pending] Ice Cloud | Targets who pass through are inflicted with Icy Cloud that deals 10d6 (10~60)Cold damage, per turn | Wall of Ice, created when sections of the wall are broken |
Difficult Terrain halves movement speed for Targets moving on it
Signature surface of Cold damage Targets must make Dexterity Saving throws to avoid becoming With the condition massively reduces Target's ground movement speed |
Cold spells that create Ice Surfaces
Hitting liquid surfaces, like Blood and Water Surfaces, with Cold damage | |
Targets standing within have Wet condition making them vulnerable to Cold damage | Hitting Water Surfaces with Fire spells that create Fire Surfaces | |
Can be frozen with Cold spells into Ice Surfaces, or vaporized with Fire Surfaces to create Steam Clouds | Breaking Water Barrels and Jugs
Create Water spell Ice Surfaces melt into Water Surfaces |