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Cold Damage
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Cold damage is a non-physical, elemental magic, Damage Type available in Baldur's Gate 3. Cold damage is available through select Spells and Items. Targets in Baldur's Gate 3 may have Vulnerabilities, Resistances, and Immunities to certain Damage Types that affect how much damage they receive from such sources.
Cold damage has an association with conditions and effects that interfere with ground movement, particularly Ice Surfaces, that makes it valuable to disrupt moving Targets. The conditions and effects of Cold damage often run counter to those related to Fire damage.
*Given the extensive support for Ice Surfaces they, and aspects interacting with them, will be treated as factors of Cold Damage for this page.
Equipment
There are many pieces of equipment scattered about in Baldur's Gate 3 that have a focus on Cold damage that Players can utilize. Some enable Players to inflict Cold damage through weapon attacks or by unlocking spells. While others offer unique modifiers on Cold attacks and damage such as increasing or resisting damage. Below is a list of known gear pieces associated with Cold damage and their importance to Cold damage.
Name | Item Type | Base Cold Damage | Enables Spell | Unlocks | Special Cold Factors | |
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Allandra's Whelm | Tridents | 1d4 (1~4)Cold | Frigid Blade weapon action, once per Short Rest | Frigid Blade applies Frostbite condition on attack hit, and deals weapon Proficiency bonus as Cold damage | ||
Arrow of Ice | Arrows | 2d4 (2~8)Cold | Creates Ice Surface | |||
[Image Pending] | Cold Snap | Daggers | 1d4 (1~4)Cold | Chilling Counter effect | When a Target misses you with an attack it must make a Constitution Saving Throw of be Chilled for 2 turns. | |
[Image Pending] | Frost Prince | Amulets | 2d6 (2~12)Cold* | ✓ | Cast Level 1 Ice Knife spell, once per Long Rest | Standard effects of Ice Knife spell. |
Mourning Frost | Quarterstaves | 1d4 (1~4)Cold | ✓ |
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Ring of Elemental Infusion | Rings | 1d4 (1~4)Cold* | Elemental Infusion effect | After dealing Elemental damage (i.e. Cold) using a spell or cantrip, until the end of your next turn, you deal an additional 1d4 of that element on a successful weapon attack. | ||
[Image Pending] | Snow-Dusted Monastery Gloves | Gloves | 1d4 (1~4)Cold* | ✓ |
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* Damage is indicative of enabled spell/effects, not the base gear
Item Type | Unlocks | Special Cold Factors | ||
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Amulet of Elemental Torment | Amulets | Nature's Vengeance effect | When the wearer stands in certain surfaces (i.e. Ice Surface) and casts a spell that deals damage, the target also suffers the surface's effects. | |
Boots of Elemental Momentum | Boots | Elemental Momentum effect | Whenever the wearer deals Elemental damage (i.e. Cold) with spells or cantrips, they gain Momentum for 2 turns. | |
Cloak of Elemental Absorption | Cloaks | Absorb Elements action, once per Short Rest | Take half damage from the next Elemental damage (i.e. Cold) attack targeting you and deal an additional 1d6 of that element type on your next attack. | |
Cloak of the Weave | Cloaks | Absorb Elements action, once per Short Rest | Take half damage from the next Elemental damage (i.e. Cold) attack targeting you and deal an additional 1d6 of that element type on your next attack. | |
Coldbrim Hat | Hats | Coldbrim Chill effect | Once per turn, any condition inflicted on a target also applies 2 turns of Encrusted with Frost. | |
Darkfire Shortbow | Shortbows | 3. Standard effects of Haste spell. | ||
Hoarfrost Boots | Boots | Hoarfrost Balance effect | You cannot fall prone while traversing Ice Surfaces. | |
Icebite Robe | Clothing |
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2. Standard effect of a Level 3 Armour of Agathys spell | |
Necklace of Elemental Augmentation | Amulets | Elemental Augmentation effect | When one of your cantrips deals Elemental damage (i.e. Cold), add your Spellcasting Modifier to the damage dealt. | |
Robe of Summer | Clothing | Resistance to Cold damage | ||
Snowburst Ring | Rings | Snowburst effect | When the wearer deals Cold damage, they also create an Ice Surface around the Target(s). | |
Wavemother's Robe | Clothing |
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Winter's Clutches | Gloves | Winter's Clutches effect | When the wearer deals Cold damage, inflict 2 turns of Encrusted with Frost upon the Target(s). |
Actions
[Placeholder] Brief summary of actions, determine if there are enough to justify a section or consolidation with others
Source | Base Cold Damage | Special Cold Factors | |
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Attack (Myrmidon): Water | Level 10 Circle of the Moon Druid Water Myrmidon Wild Shape | 1d6 (1~6)Cold | |
Explosive Icicle | Level 10 Circle of the Moon Druid Water Myrmidon Wild Shape | 3d8 (3~24)Cold | Can select 3 Targets
Creates Ice Surfaces Once per turn |
Heimal Strike | Level 10 Circle of the Moon Druid Water Myrmidon Wild Shape | 1d6 (1~6)Cold1d10 (1~10)Cold | Applies 2 turns of Chilled on attack hit |
* Damage is indicative of enabled spell/effects, not the base gear
Spells
[Placeholder] Brief summary of spells
Spell Level | Base Cold Damage | Upcast Cold Damage | Concentration | AOE | Saving Throw | Special Cold Factors | |
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Armour of Agathys | 1 | 5Cold | 5Cold | Damage inflicted upon being melee attacked | |||
Chromatic Orb: Cold | 1 | 2d8 (2~16)Cold | 1d8 (1~8)Cold | ✓ | Creates Ice Surface | ||
Cone of Cold | 5 | 8d8 (8~64)Cold | 1d8 (1~8)Cold | ✓ | Constitution: Halve | Creates Ice Surface | |
Fire Shield: Chill | 4 | 2d8 (2~16)Cold | N/A | Damage inflicted upon being melee attacked
10 Turn Duration | |||
Glyph of Warding: Cold | 3 | 5d8 (5~40)Cold | 1d8 (1~8)Cold | ✓ | Dexterity: Halve | Inflicts damage upon contact with Hostile Target | |
Hunger of Hadar | 3 | 2d6 (2~12)Cold | N/A | ✓ | ✓ | Damage inflicted to Targets starting their turn in AOE
10 turn duration | |
Ice Knife | 1 | 2d6 (2~12)Cold | 1d6 (1~6)Cold | ✓ | Dexterity: Negate | Creates Ice Surface | |
Ice Storm | 4 | 4d6 (4~24)Cold | N/A | ✓ | Dexterity: Halve | Creates Ice Surface | |
Otiluke's Freezing Sphere | 6 | 10d6 (10~60)Cold | N/A | ✓ | Constitution: Negate | ||
Protection from Energy: Cold | 3 | N/A | N/A | ✓ | Gives Resistance to Cold damage | ||
Ray of Frost | 0 | 1d8 (1~8)Cold | 1d8 (1~8)Cold | Inflicts Ray of Frost (Condition)
Upcast damage unlocks at Spellcaster Level 5, and again at Spellcaster Level 10 | |||
Sleet Storm | 3 | N/A | N/A | ✓ | ✓ | Constitution: Concentration | Creates Ice Surface
Interrupts Concentration 10 turn duration |
Wall of Ice | 6 | 10d6 (10~60)Cold | N/A | ✓ | ✓ | Dexterity: Halve | Initial damage to enemies in spell path
Upon wall destruction leaves cloud of frigid air with same damage values 10 turn duration |
Effects
[Placeholder] Determine between permanent effects and temporary, consider if Frost of Dark Winter belongs under effects/actions/spells
Effect Description | Source | |
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Animal Aspect: Crocodile | On slippery surfaces (i.e.Ice Surface) you have Advantage on Saving Throws against being knocked prone. | Level 6 Wildheart Barbarian |
Bestial Heart: Bear Heart | Gives resistance to all Damage Types (i.e.Cold) except Psychic. | Level 3 Wildheart Barbarian |
Elemental Adept: Cold | Your spells ignore Resistance to Cold. When you cast Cold spells you cannot role a 1. | Feat |
Conditions
Chilled
[Placeholder]
Encrusted with Frost
This condition causes Targets to role with Disadvantage on Dexterity Saving Throws, and when there are more than 7 turns remaining of 'Encrusted with Frost' the Target has to make Constitution Saving Throws to avoid taking Cold damage and becoming Frozen. This condition is useful to make targets more vulnerable to becoming Prone on Ice Surfaces.
Frostbite
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Frozen
[Placeholder] Frozen information to be added to the Wiki.
Ray of Frost
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Wet
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Surfaces
Ice Surface
Ice Surface is the signature Surface of Cold damage being directly created by many Cold spells with area effects. Ice Surfaces can also be created by Blood and Water Surfaces when they, or a target standing in them, are hit by a Cold damage or another Ice Surface is created that connects to them.
Ice Surfaces cause Targets to make Dexterity Saving Throws to avoid becoming Prone. Prone targets are more open to attack and attacks made within melee range role with Advantage.
Steam Cloud
Steam Cloud is a valuable Surface to inflict the Wet Status on Targets making it highly useful when dealing Cold damage. Steam Clouds can be created by igniting Water Surfaces with Fire damage. Water Surfaces naturally form from Ice Surfaces that melt after 2 Rounds or after being hit by Fire damage.