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Cold damage is an elemental Damage Type available in Baldur's Gate 3. Cold damage is available through select Spells and Items. Targets in Baldur's Gate 3 may have Vulnerabilities, Resistances, and Immunities to certain Damage Types that affect how much damage they receive from such sources.
Cold damage has an association with conditions and effects that interfere with ground movement, particularly Ice Surfaces, that makes it valuable to disrupt moving Targets. The conditions and effects of Cold damage often run counter to those related to Fire damage.
*Given the extensive support for Ice Surfaces, and in turn Water Surfaces, both they and aspects interacting with them will be treated as factors of Cold Damage for this page.
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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.
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.
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).
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.
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.
* Damage is indicative of unlocked spell/effects, not the base action
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.
* Damage is indicative of effects, not the base spell
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.
The Ice Mephit is the first and weakest 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.
The Water Elemental is the second 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.
Burning Targets take additional Cold damage, and become Brittle for 3 turns
Creates Ice Surface
Multiattack: (Water)
2d4 (2~8)Cold2d4 (2~8)Cold
Once per turn
* Damage is indicative of unlocked spell/effects, not the base action
The Water Myrmidon is the third and most powerful 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.
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.
When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are Cold), you add your Charisma modifier to the damage.
When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are Cold), you can spend one Sorcerery Point to gain Resistance to that damage type.
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).
When one of your cantrips deals Elemental damage (i.e. Cold), add your Spellcasting Modifier to the damage dealt.
Necklace of Elemental Augmentation
Elemental Infusion
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.
Ring of Elemental Infusion
Elemental Momentum
Whenever the wearer deals Elemental damage (i.e. Cold) with spells or cantrips, they gain Momentum for 2 turns.
Boots of Elemental Momentum
Elements of an Epoch
Depending on the kind of damage chosen from Elemental Age (i.e. Cold), your attack also inflicts a related condition (i.e. Chilled).
Flail of Ages
Heart of Ice
When dealing Cold damage, the wielder deals an additional 1Cold damage.
Mourning Frost
Hoarfrost Balance
You cannot fall prone while traversing Ice Surfaces.
Hoarfrost Boots
Insidious Cold
Dealing Cold damage with a spell possibly inflicts Chilled upon the Target.
Mourning Frost
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).
Amulet of Elemental Torment
Snowburst
When the wearer deals Cold damage, they also create an Ice Surface around the Target(s).
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.
Target becomes immune to Burning and has Resistance to Fire damage for the duration.
Target becomes Vulnerable to Cold and Lightning damage for the duration.
This condition also washes away blood and grime that appears on the player character.
Ice Surface are the signature Surface of Cold damage being directly created by many Cold spells with area effects. Ice Surfaces can also be created by Blood and Water Surfaces when they, or a target standing in them, are hit by a Cold damage or another Ice Surface is created that connects to them.
Ice Surfaces cause Targets to make Dexterity Saving Throws to avoid becoming Prone. Prone targets are more open to attack and attacks made within melee range role with Advantage.
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.