Cold Damage: Difference between revisions

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<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>
[Review for revision]


==Equipment ==
==Equipment ==
[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]]
[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]]
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 {{DamageType|Cold}} damage, or impact their actions and afflicted damage with greater abilities.
Many pieces of equipable gear offer unique modifiers and effects that enable players to inflict {{DamageType|Cold}} damage, or impact the damage and effects they inflict with greater abilities. Below are tables listing the known equipment that inflict and/or impact the {{DamageType|Cold}} damage players can deal, their base {{DamageType|Cold}} damage, and {{DamageType|Cold}} modifiers and effects.


Below are tables listing the known equipment that inflict and/or impact the {{DamageType|Cold}} damage players can deal, their base {{DamageType|Cold}} damage, and {{DamageType|Cold}} modifiers and effects.
=== Gear that Inflicts Cold Damage===
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible" style="width: 100%;"
|+{{DamageType|Cold}} Gear
! colspan="7" | Gear that Inflicts Cold Damage
|
|-
{| class="wikitable mw-collapsible"
!Image
|+ 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
!Special {{DamageType|Cold}} Factors
! Special {{DamageType|Cold}} Factors
|-
|-
|[[File:Allandra's Whelm Icon.png|alt=Allandra's Whelm Icon|frameless|100x100px]]
|[[File:Allandra's Whelm Icon.png|alt=Allandra's Whelm Icon|frameless|100x100px]]
Line 55: Line 51:
|✓
|✓
|
|
# 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
|
|
Line 65: Line 61:
|[[File:Uncovered Mysteries Icon.png|alt=Frost Prince Icon|frameless|100x100px]]
|[[File:Uncovered Mysteries Icon.png|alt=Frost Prince Icon|frameless|100x100px]]
|[[Frost Prince]]
|[[Frost Prince]]
|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.
|-
|-
|[[File:Ring of Elemental Infusion Icon.png|alt=Ring of Elemental Infusion Icon|frameless|100x100px]]
|[[File:Ring of Elemental Infusion Icon.png|alt=Ring of Elemental Infusion Icon|frameless|100x100px]]
|[[Ring of Elemental Infusion]]
|[[Ring of Elemental Infusion]]
|Rings
|Rings  
|{{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]]
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{{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.
|-
|-
|[Image Pending]
|[Image Pending]
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|
|
|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>
|}
|}
===Gear that Impacts Cold Damage===
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
! colspan="7" |Gear that Impacts Cold Damage
|-
|-
|
!Image
{| class="wikitable mw-collapsible"
!Name  
|+Gear that Impacts {{DamageType|Cold}} Damage
!
!Name
!Item Type
!Item Type
!Unlocks
!Unlocks
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|Amulets
|Amulets
|Nature's Vengeance effect
|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).
|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).  
|-
|-
|[[File:Boots of Elemental Momentum Icon.png|alt=Boots of Elemental Momentum Icon|frameless|100x100px]]
|[[File:Boots of Elemental Momentum Icon.png|alt=Boots of Elemental Momentum Icon|frameless|100x100px]]
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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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|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]]
|[[Icebite Robe]]
|[[Icebite Robe]]
|Clothing
|Clothing  
|
|  
#Resistance to {{DamageType|Cold}} damage
#Resistance to {{DamageType|Cold}} damage
#Cast [[Armour of Agathys]], once per Long Rest
#Cast [[Armour of Agathys]], once per Long Rest
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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]]
|[[Robe of Summer]]
|[[Robe of Summer]]
|Clothing
| Clothing
|Resistance to {{DamageType|Cold}} damage
|Resistance to {{DamageType|Cold}} damage
|
|
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|[[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.
|-
|-
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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.
#If the wearer is standing in a Water Surface at the start of their turn, they heal for {{DieIcon|d4|Healing}} '''1d4''' Hit Points. [Ice Surfaces melt into Water Surfaces]
#If the wearer is standing in a Water Surface at the start of their turn, they heal for {{DieIcon|d4|Healing}} '''1d4''' Hit Points. [Ice Surfaces melt into Water Surfaces]
#Standard effects of Create or Destroy Water spell.
# Standard effects of Create or Destroy Water spell.
|-
|-
|[[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).
|}
|}
|}


==Actions==
==Attacks==
[[File:Action Icon.png|alt=Action Resource Icon|left|frameless|25x25px]]
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 {{DamageType|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 {{DamageType|Cold}} damage players can deal, their base {{DamageType|Cold}} damage, and {{DamageType|Cold}} modifiers and effects.
===Spells===
{| class="wikitable mw-collapsible"
[[File:Spell Slot Icon.png|alt=Spell Slot Icon|left|frameless|25x25px]]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. The spells that inflict or impact {{DamageType|Cold}} damage are listed below with their damage values and descriptions.
|+{{DamageType|Cold}} Actions
{| class="wikitable"
|-
|+Spells that focus on {{DamageType|Cold}} Damage
| colspan="7" |[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]]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 {{DamageType|Cold}} damage.
{| class="wikitable mw-collapsible mw-collapsed"
|+Equipment Actions
!
!
!Name
!Name  
! Base {{DamageType|Cold}} Damage
!Special {{DamageType|Cold}} Factors
!Source
|-
|[[File:Absorb Elements Icon.png|alt=Absorb Elements Icon|frameless|100x100px]]
|[[Absorb Elements]]
|{{DamageText|1d6 (1~6)|Cold}}*
|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.
Once per Short Rest
|Cloak of Elemental Absorption
Cloak of the Weave
|-
|[[File:Action Mag FrigidBlade.png|alt=Frigid Blade Icon|frameless|100x100px]]
|[[Frigid Blade]]
|Deal weapon Proficiency bonus as {{DamageType|Cold}} damage
|Applies [[Frostbite (Condition)|Frostbite]] condition on attack hit
|Allandra's Whelm
|-
|[[File:Protection from Energy Cold Icon.png|alt=Frost of Dark Winter Icon|frameless|100x100px]]
|[[Frost of Dark Winter]]
|N/A
|Cast [[Cone of Cold]], once per Short Rest
Cast [[Ice Storm]], once per Short Rest
 
Gain [[Conduit of Kereska's Ice (Condition)|Conduit of Kereska's Ice]] effect, until Long Rest
 
Once per Short Rest
|[[Markoheshkir]], [[Kereska's Favour]]
|-
| colspan="5" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>
|}
|-
| colspan="7" |
{| class="wikitable mw-collapsible mw-collapsed"
|+Miscellaneous Actions
!
!Name
!Base Cold Damage
! AOE
!Saving Throw
!Special Cold Factors
!Source
|-
|[[File:Frost Breath Icon.png|alt=Frost Breath Icon|frameless|100x100px]]
|[[Frost Breath]]
|{{DamageText|2d6 (2~12)|Cold}}
|✓
|Constitution: Halve
|Once per Long Rest
|[[Dragonborn]] race, Silver or White Subrace
|-
|[[File:Rage Bear Heart Icon.png|alt=Rage: Bear Heart Icon|frameless|100x100px]]
|[[Rage: Bear Heart]]
|N/A
|
|
|Gives Resistance to all Damage Types (i.e.{{DamageType|Cold}}) except Psychic.
10 turn duration
|Level 3 [[Barbarian]], Wildheart
|}
|-
| 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"
|+ Monk Actions
!
!Name
!Ki Points
!Bast {{DamageType|Cold}} Damage
!AOE
! [[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw
!Special {{DamageType|Cold}} Factors
|-
|[[File:Ice Knife Icon.png|alt=Blade of Rime Icon|frameless|100x100px]]
|[[Blade of Rime]]
|2
|{{DamageText|2d6 (2~12)|Cold}}
|✓
| Dexterity: Negate
|Creates Ice Surface
Identical to Ice Knife
|-
|[[File:Ray of Frost Icon.png|alt=Chill of the Mountain Icon|frameless|100x100px]]
|[[Chill of the Mountain]]
|1
|{{DamageText|1d10 (1~10)|Cold}} {{DamageText|2d10 (2~20)|Cold}}*
|
|
|Monk version of Ray of Frost
Damage upcast at Monk Level 9
|-
|[[File:Action Monk IceCube.png|alt=Shaping of the Ice|frameless|100x100px]]
|[[Shaping of the Ice]]
|1
|N/A
|
|
|Creates a climbable ice cube
10 turn duration
|-
| colspan="7" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>
|}
|-
| colspan="7" |[[File:Spell Slot Icon.png|alt=Spell Slot Icon|left|frameless|25x25px]]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. {{DamageType|Cold}}), and attacks/effects against Targets from a distance and in various ways. Except cantrips, out of combat Ritual spells, or spells achieved through [[Scrolls|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.
{| class="wikitable mw-collapsible"
|+Spells that Inflict/Impact {{DamageType|Cold}} Damage
!
!Name
!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
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|{{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]]
|[[Cone of Cold]]
|[[Cone of Cold]]
|5
| 5
|{{DamageText|8d8 (8~64)|Cold}}
|{{DamageText|8d8 (8~64)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}
|
|
|✓
| ✓
|Constitution: Halve
|Constitution: Halve
|
|
|-
|-
|[[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
Line 421: Line 304:
|
|
|
|
| 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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|[[File:Spell Conjuration ConjureMinorElementals IceMephit.png|alt=Conjure Minor Elementals: Ice Mephits|frameless|100x100px]]
|[[File:Spell Conjuration ConjureMinorElementals IceMephit.png|alt=Conjure Minor Elementals: Ice Mephits|frameless|100x100px]]
|[[Conjure Minor Elemental]]: Ice Mephits
|[[Conjure Minor Elemental]]: Ice Mephits
|4
| 4
|
|
|
|
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|-
|-
|[[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  
|
|
|
|
|
|
|Damage inflicted upon being melee attacked
|Damage inflicted upon being melee attacked
10 Turn Duration
10 Turn Duration  
|-
|-
|[[File:Glyph of Warding Cold Icon.png|alt=Glyph of Warding: Cold Icon|frameless|100x100px]]
|[[File:Glyph of Warding Cold Icon.png|alt=Glyph of Warding: Cold Icon|frameless|100x100px]]
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|✓
|✓
|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]]
Line 475: Line 358:
|{{DamageText|2d6 (2~12)|Cold}}
|{{DamageText|2d6 (2~12)|Cold}}
|N/A
|N/A
|✓  
|✓
|✓
|✓
|
|
Line 481: Line 364:
10 turn duration  
10 turn duration  
|-
|-
|[[File:Ice Knife Icon.png|alt=Ice Knife Icon|frameless|100x100px]]
|[[File:Ice Knife Icon.png|alt=Ice Knife Icon|frameless|100x100px]]  
|[[Ice Knife]]
|[[Ice Knife]]
|1
|1
Line 488: Line 371:
|
|
|✓
|✓
|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  
|-
|-
|[[File:Ice Storm Icon.png|alt=Ice Storm Icon|frameless|100x100px]]
|[[File:Ice Storm Icon.png|alt=Ice Storm Icon|frameless|100x100px]]
Line 509: Line 392:
|
|
|✓
|✓
|Constitution: Halve
|Constitution: Halve  
|Creates Ice Surface
|Creates Ice Surface
|-
|-
|[[File:Protection from Energy Cold Icon.png|alt=Protection from Energy: Cold Icon|frameless|100x100px]]
|[[File:Protection from Energy Cold Icon.png|alt=Protection from Energy: Cold Icon|frameless|100x100px]]
|[[Protection from Energy: Cold]]
|[[Protection from Energy: Cold]]  
|3
|3
|N/A
|N/A  
|N/A
|N/A
|✓
|✓
Line 539: Line 422:
|N/A
|N/A
|✓
|✓
|✓  
|✓
|Constitution: Concentration
|Constitution: Concentration
|Creates Ice Surface
|Creates Ice Surface
Line 550: Line 433:
|6
|6
|{{DamageText|10d6 (10~60)|Cold}}
|{{DamageText|10d6 (10~60)|Cold}}
|N/A  
|N/A
|✓
| ✓
|✓
|✓
|Dexterity: Halve
|Dexterity: Halve
Line 564: Line 447:
|-
|-
| colspan="9" |<small><sup>* Damage is indicative of effects, not the base spell</sup></small>
| colspan="9" |<small><sup>* Damage is indicative of effects, not the base spell</sup></small>
|}
===Actions ===
[[File:Action Icon.png|alt=Action Resource Icon|left|frameless|25x25px]]
Many actions are poised to directly inflict {{DamageType|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 {{DamageType|Cold}} damage players can deal, their base {{DamageType|Cold}} damage, and {{DamageType|Cold}} modifiers and effects.
{| class="wikitable mw-collapsible" style="width: 100%;"
! colspan="7" |{{DamageType|Cold}} Actions
|-
| colspan="7" |[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]]Equipment can afford players distinct actions by equipping unique one-of-a-kind items. Below are actions unlocked by such equipment that inflict or impact {{DamageType|Cold}} damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
! colspan="5" |Equipment Actions
|-
|
!Name
!Base {{DamageType|Cold}} Damage
!Special {{DamageType|Cold}} Factors
!Source
|-
|[[File:Absorb Elements Icon.png|alt=Absorb Elements Icon|frameless|100x100px]]
|[[Absorb Elements]]
|{{DamageText|1d6 (1~6)|Cold}}*
|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.
Once per Short Rest
|Cloak of Elemental Absorption
Cloak of the Weave
|-
|[[File:Action Mag FrigidBlade.png|alt=Frigid Blade Icon|frameless|100x100px]]
|[[Frigid Blade]]
|Deal weapon Proficiency bonus as {{DamageType|Cold}} damage
|Applies [[Frostbite (Condition)|Frostbite]] condition on attack hit
|Allandra's Whelm
|-
|[[File:Protection from Energy Cold Icon.png|alt=Frost of Dark Winter Icon|frameless|100x100px]]
|[[Frost of Dark Winter]]
|N/A
|Cast [[Cone of Cold]], once per Short Rest
Cast [[Ice Storm]], once per Short Rest
Gain [[Conduit of Kereska's Ice (Condition)|Conduit of Kereska's Ice]] effect, until Long Rest
Once per Short Rest
| [[Markoheshkir]], [[Kereska's Favour]]
|-
| colspan="5" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>
|}
|-
| 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" style="width: 100%;"
|+Monk Actions
!
!Name
!Ki Points
!Bast {{DamageType|Cold}} Damage
!AOE
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw
!Special {{DamageType|Cold}} Factors
|-
|[[File:Ice Knife Icon.png|alt=Blade of Rime Icon|frameless|100x100px]]
|[[Blade of Rime]]
|2
|{{DamageText|2d6 (2~12)|Cold}}
|✓
|Dexterity: Negate
|Creates Ice Surface
Identical to Ice Knife
|-
|[[File:Ray of Frost Icon.png|alt=Chill of the Mountain Icon|frameless|100x100px]]
| [[Chill of the Mountain]]
|1
|{{DamageText|1d10 (1~10)|Cold}} {{DamageText|2d10 (2~20)|Cold}}*
|
|
|Monk version of Ray of Frost
Damage upcast at Monk Level 9
|-
|[[File:Action Monk IceCube.png|alt=Shaping of the Ice|frameless|100x100px]]
|[[Shaping of the Ice]]
|1
|N/A
|
|
|Creates a climbable ice cube
10 turn duration
|-
| colspan="7" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>
|}
|}
|-
|-
| colspan="7" |[[File:Spell Conjuration FindFamiliar.png|alt=Summoned Creature Icon|left|frameless|25x25px]]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 {{DamageType|Cold}} damage are listed below with their unique actions.
| colspan="7" |[[File:Spell Conjuration FindFamiliar.png|alt=Summoned Creature Icon|left|frameless|25x25px]]Using spells there are numerous useful creatures players can summon to assist them in combat. The elemental summons that deal and interact with {{DamageType|Cold}} damage are listed below with their unique actions.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+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, created through the Level 4 spell, [[Conjure Minor Elemental]]: Ice Mephits. 2 Ice Mephits are summoned at a time and conflict with any other entities summoned through Conjure Minor Elemental. Ice Mephits will persist until death or Long Rest.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Ice Mephit Cold Actions
|+Ice Mephit 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  
|-
|-
|[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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|{{DamageText|4d6 (4~24)|Cold}}
|{{DamageText|4d6 (4~24)|Cold}}
|✓
|✓
|Dexterity: Halve  
|Dexterity: Halve
|Kills Ice Mephit
|Kills Ice Mephit
|-
|-
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|}
|}
|-
|-
|[[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, created through the Level 5 spell, [[Conjure Elemental]]: Water Elemental. 1 Water Elemental is summoned at a time and conflicts with any other entities summoned through Conjure Elemental. Water Elementals persists until death or Long Rest.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+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}}


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|
|
|[[Burning (Condition)|Burning]] Targets take additional {{DamageType|Cold}} damage, and become Brittle for 3 turns
|[[Burning (Condition)|Burning]] Targets take additional {{DamageType|Cold}} damage, and become Brittle for 3 turns
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>
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|}
|}
|-
|-
|[[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, created through the Level 6 spell, [[Conjure Elemental]]: Water Myrmidon. 1 Water Myrmidon is summoned at a time and conflicts with any other entities summoned through Conjure Elemental. Water Myrmidons persists until death or Long Rest.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Water Myrmidon Cold Actions
|+Water Myrmidon Cold Actions
!
!
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!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  
|-
|-
|[[File:Trident Icon.png|alt=Trident of the Depths Icon|frameless|100x100px]]
|[[File:Trident Icon.png|alt=Trident of the Depths Icon|frameless|100x100px]]
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|Inflicts 2 turns of Chilled
|Inflicts 2 turns of Chilled
|-
|-
|[Image Pending]
|[Image Pending]  
|Explosive Icicle
|Explosive Icicle
|{{DamageText|3d8 (3~24)|Cold}}{{DamageText|3d8 (3~24)|Cold}} {{DamageText|3d8 (3~24)|Cold}}
|{{DamageText|3d8 (3~24)|Cold}}{{DamageText|3d8 (3~24)|Cold}} {{DamageText|3d8 (3~24)|Cold}}
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Only available in combat  
Only available in combat  
|}
|}
|}
|-
| colspan="7" |Actions that do not meet particular categories but still interact with {{DamageType|Cold}} damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Miscellaneous Actions
!
!Name
!Base Cold Damage
! AOE
!Saving Throw
! Special Cold Factors
!Source
|-
|[[File:Frost Breath Icon.png|alt=Frost Breath Icon|frameless|100x100px]]
|[[Frost Breath]]
| {{DamageText|2d6 (2~12)|Cold}}
|✓
| Constitution: Halve
|Once per Long Rest
| [[Dragonborn]] race, Silver or White Subrace
|-
|[[File:Rage Bear Heart Icon.png|alt=Rage: Bear Heart Icon|frameless|100x100px]]
|[[Rage: Bear Heart]]
| N/A
|
|
|Gives Resistance to all Damage Types (i.e.{{DamageType|Cold}}) except Psychic.
10 turn duration
|Level 3 [[Barbarian]], Wildheart
|}
|}
|}
|}
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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.
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 {{DamageType|Cold}} damage and behavior are listed below with their descriptions.
 
{| class="wikitable mw-collapsible" style="width: 100%;"
The effects that directly concern {{DamageType|Cold}} damage and behavior are listed below with their descriptions.
|+ {{DamageType|Cold}} Effects
{| class="wikitable mw-collapsible"
|+{{DamageType|Cold}} Effects
|Features will remain permanently active on the player upon unlock (barring things such as class respec).
|Features will remain permanently active on the player upon unlock (barring things such as class respec).
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible" style="width: 100%;"
|+Features that Impact {{DamageType|Cold}} Damage
|+ Features that Impact {{DamageType|Cold}} Damage
!
!
!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]]
|-
|-
|[[File:PassiveFeature DraconicAncestry Silver.png|alt=Draconic Ancestry Silver Icon|frameless|100x100px]]
|[[File:PassiveFeature DraconicAncestry Silver.png|alt=Draconic Ancestry Silver Icon|frameless|100x100px]]
| 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.
|[[Feats|Feat]]
|[[Feats|Feat]]  
|-
|-
|[[File:Elemental Affinity Icon.png|alt=Elemental Affinity Damage Icon|frameless|100x100px]]
|[[File:Elemental Affinity Icon.png|alt=Elemental Affinity Damage Icon|frameless|100x100px]]
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|-
|-
|[[File:Skill Sorcerer Passive ElementalAffinity Resistance.png|alt=Elemental Affinity Resistance Icon|frameless|100x100px]]
|[[File:Skill Sorcerer Passive ElementalAffinity Resistance.png|alt=Elemental Affinity Resistance Icon|frameless|100x100px]]
|Elemental Affinity: Resistance
|Elemental Affinity: Resistance  
|When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are {{DamageType|Cold}}), you can spend one Sorcerery Point to gain Resistance to that damage type.
|When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are {{DamageType|Cold}}), you can spend one Sorcerery Point to gain Resistance to that damage type.
|Level 6 [[Sorcerer]], [[Draconic Bloodline]]
| Level 6 [[Sorcerer]], [[Draconic Bloodline]]
|-
|-
|[[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]]
|-
|-
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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).
|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).
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Gear Effects that Impact {{DamageType|Cold}} Damage
|+Gear Effects that Impact {{DamageType|Cold}} Damage
!Name
!Name  
!Effects Description  
!Effects Description  
!Source
!Source
|-
|-
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|-
|-
|Chilling Strike
|Chilling Strike
|Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage.
|Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage.  
|Snow-Dusted Monastery Gloves
|Snow-Dusted Monastery Gloves  
|-
|-
|Coldbrim Chill
|Coldbrim Chill
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|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.


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Must be reapplied, after Long Rest  
Must be reapplied, after Long Rest  
|-
|-
|Elemental Augmentation
|Elemental Augmentation  
|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.
|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
|-
|-
|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
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|Insidious Cold
|Insidious Cold
|Dealing {{DamageType|Cold}} damage with a spell possibly inflicts [[Chilled (Condition)|Chilled]] upon the Target.
|Dealing {{DamageType|Cold}} damage with a spell possibly inflicts [[Chilled (Condition)|Chilled]] upon the Target.
|Mourning Frost
| Mourning Frost  
|-
|-
|Nature's Vengeance
|Nature's Vengeance
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|-
|-
|Snowburst
|Snowburst
|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).  
|Snowburst Ring
|Snowburst Ring
|-
|-
|Temperature Adjustment
|Temperature Adjustment
|Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage.
| Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage.
|Wavemother's Robe
|Wavemother's Robe
|-
|-
|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
|This weapon has Advantage against Wet Targets.
|This weapon has Advantage against Wet Targets.
|Wavemother's Sickle
|Wavemother's Sickle  
|-
|-
|Watery Rejuvenation
|Watery Rejuvenation
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==Conditions==
==Conditions==
Conditions are unique effects that can strengthen or weaken Targets to particular damage types, status impairments, or [[Ability Scores|ability score]] roles. The conditions that directly concerned {{DamageType|Cold}} damage have been compiled here with their descriptions and relevance to {{DamageType|Cold}} damage.
Conditions are unique effects that can strengthen or weaken Targets to particular damage types, status impairments, or [[Ability Scores|ability score]] roles. The conditions that directly concerned {{DamageType|Cold}} damage have been compiled here with their descriptions and relevance to {{DamageType|Cold}} damage.
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible" style="width: 100%;"
|+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 have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s, making it easier to become {{IconLink|size=25|Prone Condition Icon.webp|Prone (Condition)|Prone}}.
Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s, making it easier to become {{IconLink|size=25|Prone Condition Icon.webp|Prone (Condition)|Prone}}.
|-
|-
|{{IconLink|size=50|Frostbite Condition Icon.webp|Frostbite (Condition)|Frostbite}}
|{{IconLink|size=50|Frostbite Condition Icon.webp|Frostbite (Condition)|Frostbite}}  
|Targets hit by {{DamageType|Cold}} damage receive an additional {{DamageText|1|Cold}} for every turn of Frostbite remaining.
|Targets hit by {{DamageType|Cold}} damage receive an additional {{DamageText|1|Cold}} for every turn of Frostbite remaining.
|Increases {{DamageType|Cold}} damage received on every {{DamageType|Cold}} attack
|Increases {{DamageType|Cold}} damage received on every {{DamageType|Cold}} attack
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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.
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 {{DamageType|Cold}} Damage are listed below.
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible" style="width: 100%;"
!Name  
! colspan="3" |Surfaces that Interact with {{DamageType|Cold}} Damage
!Special Cold Factors
|-
!Sources
!Name
!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
|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
| [[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|Surface Ice Icon.webp|Ice Surface|Ice Surface}}
|[[Difficult Terrain]] halves movement speed for Targets moving on it
|[[Difficult Terrain]] halves movement speed for Targets moving on it
Signature surface of {{DamageType|Cold}} damage
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
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
|{{DamageType|Cold}} spells that create Ice Surfaces
Hitting liquid surfaces, like [[Blood Surface|Blood]] and Water Surfaces, with {{DamageType|Cold}} damage
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|Surface Static Cloud Icon.webp|Steam Cloud|Steam Cloud}}
|Targets standing within have Wet condition making them vulnerable to {{DamageType|Cold}} damage
|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]]
| 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|Surface Water Icon.webp|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
|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]]
|Breaking [[Water Barrel|Water Barrels]] and [[Water|Jugs]]
Line 916: Line 914:
Ice Surfaces melt into Water Surfaces
Ice Surfaces melt into Water Surfaces
|}
|}
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