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Cold Damage

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.
Equipment[edit | edit source]

Many pieces of equipable gear offer unique modifiers and effects that enable characters to inflict Cold damage, or impact the damage and effects they inflict with greater abilities. Below are tables listing the known equipment that inflict or impact the Cold damage characters can deal, their base Cold damage, and Cold modifiers and effects.
Gear that Inflicts Cold Damage[edit | edit source]
| Gear that Inflicts Cold Damage | ||||||
|---|---|---|---|---|---|---|
| Item | Item Type | Base Cold Damage | Enables Spell | Unlocks | Special Cold Factors | |
| 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. | |||
| Arrows | 2d4 (2~8)Cold | Arrows are consumed upon use
Creates Ice Surface | ||||
| 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. | |||
| Flails | 1d4 (1~4)Cold* | ✓ |
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| ||
| Amulets | 2d6 (2~12)Cold* | ✓ | Cast Level 1 Ice Knife spell, once per Long Rest | Standard effects of Ice Knife spell. | ||
| Quarterstaves | 1d4 (1~4)Cold
1d8 (1~8)Cold* |
✓ |
|
|||
| 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 | |||
| Gloves | 1d4 (1~4)Cold*
2d6 (2~12)Cold* |
✓ |
|
| ||
| Sickles | 1d4 (1~4)Cold | Watery Guidance effect | This weapon has Advantage against Wet Targets. | |||
| * Damage is indicative of unlocked spell/effects, not the base gear | ||||||
Gear that Impacts Cold Damage[edit | edit source]
| Gear that Impacts Cold Damage | ||||||
|---|---|---|---|---|---|---|
| Item | Item Type | Unlocks | Special Cold Factors | |||
| 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 (i.e. Prone). | ||||
| Boots | Elemental Momentum effect | Whenever the wearer deals Elemental damage (i.e. Cold) with spells or cantrips, they gain Momentum for 2 turns. | ||||
| 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 | ||||
| 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 | ||||
| Hats | Coldbrim Chill effect | Once per turn, any condition inflicted on a (single) target also applies 2 turns of Encrusted with Frost. | ||||
| Shortbows | 3. Standard effects of Haste spell. | |||||
| Potions
Elixirs |
Resistance to Cold damage | Can be thrown to act as an AOE
Does not stack with other Elixirs Lasts until Long Rest Potions are consumed upon use | ||||
| Boots | Hoarfrost Balance effect | You cannot fall prone while traversing Ice Surfaces. | ||||
| Clothing |
|
2. Standard effect of a Level 3 Armour of Agathys spell. | ||||
| Amulets | Elemental Augmentation effect | When one of your cantrips deals Elemental damage (i.e. Cold), add your Spellcasting Modifier to the damage dealt. | ||||
| Quarterstaves | Cast Create Water, once per Short Rest | Standard effects of Create Water spell. | ||||
| Clothing | Resistance to Cold damage | |||||
| Rings | Snowburst effect | When the wearer deals Cold damage, they also create an Ice Surface around the Target(s). | ||||
| Tridents | The Water Caller effect | On a hit, create a Water Surface centered on the Target. | ||||
| Consumables | Consumables are consumed upon use.
Creates Water Surface Gives Wet condition | |||||
| Clothing |
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| Gloves | Winter's Clutches effect | When the wearer deals Cold damage, inflict 2 turns of Encrusted with Frost upon the Target(s). | ||||
Attacks[edit | edit source]
Spells[edit | edit source]

| Name | Spell Level | Base Cold Damage | Upcast Cold Damage | Concentration | AOE | Special Cold Factors | ||
|---|---|---|---|---|---|---|---|---|
| 1 | 5Cold* | 5Cold* | Damage inflicted upon being melee attacked | |||||
| 1 | 2d8 (2~16)Cold | 1d8 (1~8)Cold | ✓ | Creates Ice Surface | ||||
| 5 | 8d8 (8~64)Cold | 1d8 (1~8)Cold | ✓ | Constitution: Halve | ||||
| 5 | Consult Summoned Elemental Actions table | N/A | Only one entity can be summoned from Conjure Elemental at a time | |||||
| 6 | ||||||||
| 4 | Summons 2 Ice Mephits | |||||||
| 3 | 1d4 (1~4)Cold* | N/A | ✓ | Damage added to weapon attack roles
+1 bonus to weapon attack roles | ||||
| 4 | 2d8 (2~16)Cold* | N/A | Damage inflicted upon being melee attacked
10 Turn Duration | |||||
| 3 | 5d8 (5~40)Cold | 1d8 (1~8)Cold | ✓ | Dexterity: Halve | Inflicts damage upon contact with Hostile Target | |||
| 3 | 2d6 (2~12)Cold | N/A | ✓ | ✓ | Damage inflicted to Targets starting their turn in AOE
10 turn duration | |||
| 1 | 2d6 (2~12)Cold | 1d6 (1~6)Cold | ✓ | Dexterity: Negate | Creates Ice Surface
Identical to Monk Ki spell, Blade of Rime | |||
| 4 | 4d6 (4~24)Cold | N/A | ✓ | Dexterity: Halve | Creates Ice Surface | |||
| 6 | 10d6 (10~60)Cold | N/A | ✓ | Constitution: Halve | Creates Ice Surface | |||
| 3 | N/A | N/A | ✓ | Gives Resistance to Cold damage | ||||
| 0 | 1d8 (1~8)Cold | 1d8 (1~8)Cold | Inflicts Ray of Frost (Condition)
Damage upcast added at Spellcaster Level 5 and again at 10 | |||||
| 3 | N/A | N/A | ✓ | ✓ | Constitution: Concentration | Creates Ice Surface
Interrupts Concentration 10 turn duration | ||
| 6 | 10d6 (10~60)Cold | N/A | ✓ | ✓ | Dexterity: Halve | 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 | ||
| * Damage is indicative of effects, not the base spell | ||||||||
Actions[edit | edit source]

Many actions are poised to directly inflict Cold damage; or impact the environment, nature of attacks, and conditions the targets must face. Below are tables listing the known actions which inflict or impact the Cold damage characters can deal, their base Cold damage, and Cold modifiers and effects.
| Cold Actions | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Actions that do not meet particular categories but still interact with Cold damage.
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Effects[edit | edit source]

Features granted by leveling up, and abilities given by gear aspects can be regarded as effects that alter how the player's actions play out in Baldur's Gate 3. 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[edit | edit source]
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 |
|---|---|---|
| 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 Frozen. If Target succeeds a Saving Throw they take half damage and lose Encrusted with Frost.
Targets have Disadvantage on Dexterity Saving Throws. Removed by Burning. |
Can apply FrozenCan inflict Cold damage
Targets have Disadvantage on Dexterity Saving Throws, making it easier to become Prone. | |
| 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 Encrusted with Frost | |
| 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 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. |
Vulnerable Targets take double Cold damage |
Surfaces[edit | edit source]
Depending on the Surface Targets can face immediate detrimental effects like taking damage, conditions, reduced movement speed, and more. The Surfaces that form from and pair with Cold Damage are listed below.
| Surfaces that Interact with Cold Damage | ||
|---|---|---|
| Name | Special Cold Factors | Sources |
| 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 ProneWith the Prone 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 | |






































































































































































































































