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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> | ||
==Equipment == | ==Equipment == | ||
[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]] | [[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]] | ||
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=== | === Gear that Inflicts Cold Damage=== | ||
{| class="wikitable mw-collapsible | {| class="wikitable mw-collapsible" style="width: 100%;" | ||
! colspan=7 | | ! colspan="7" |Geat that Inflicts Cold Damage | ||
|- | |- | ||
!Image | !Image | ||
!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]] | ||
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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 | ||
| | | | ||
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|[[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> | ||
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===Gear that Impacts Cold Damage=== | ===Gear that Impacts Cold Damage=== | ||
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | {| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;" | ||
! colspan=7 | | ! colspan="7" |Gear that Impacts Cold Damage | ||
|- | |- | ||
!Image | !Image | ||
!Name | !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). | ||
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==Actions== | ==Actions== | ||
[[File:Action Icon.png|alt=Action Resource Icon|left|frameless|25x25px]] | [[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%;" | |||
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. | ! colspan="7" |{{DamageType|Cold}} Actions | ||
{| class="wikitable mw-collapsible" | |- | ||
| | | 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 | !Name | ||
! Base {{DamageType|Cold}} Damage | !Base {{DamageType|Cold}} Damage | ||
!Special {{DamageType|Cold}} Factors | !Special {{DamageType|Cold}} Factors | ||
!Source | !Source | ||
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|[[File:Absorb Elements Icon.png|alt=Absorb Elements Icon|frameless|100x100px]] | |[[File:Absorb Elements Icon.png|alt=Absorb Elements Icon|frameless|100x100px]] | ||
|[[Absorb Elements]] | |[[Absorb Elements]] | ||
|{{DamageText|1d6 (1~6)|Cold}}* | |{{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. | |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 | Once per Short Rest | ||
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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" |[[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" style="width: 100%;" | ||
|+ 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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|[[File:Ray of Frost Icon.png|alt=Chill of the Mountain Icon|frameless|100x100px]] | |[[File:Ray of Frost Icon.png|alt=Chill of the Mountain Icon|frameless|100x100px]] | ||
|[[Chill of the Mountain]] | |[[Chill of the Mountain]] | ||
|1 | | 1 | ||
|{{DamageText|1d10 (1~10)|Cold}} {{DamageText|2d10 (2~20)|Cold}}* | |{{DamageText|1d10 (1~10)|Cold}} {{DamageText|2d10 (2~20)|Cold}}* | ||
| | | | ||
| | | | ||
|Monk version of Ray of Frost | | Monk version of Ray of Frost | ||
Damage upcast at Monk Level 9 | Damage upcast at Monk Level 9 | ||
|- | |- | ||
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|} | |} | ||
|- | |- | ||
| colspan="7" |[[File:Spell Slot Icon.png|alt=Spell Slot Icon|left|frameless|25x25px]] | | colspan="7" |[[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. | ||
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. | {| class="wikitable mw-collapsible" style="width: 100%;" | ||
{| class="wikitable mw-collapsible" | |||
|+Spells that Inflict/Impact {{DamageType|Cold}} Damage | |+Spells that Inflict/Impact {{DamageType|Cold}} Damage | ||
! | ! | ||
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!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 | ||
|{{DamageText|5|Cold}}* | |{{DamageText|5|Cold}}* | ||
| {{DamageText|5|Cold}}* | |||
| | | | ||
| | | | ||
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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}} | ||
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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 | ||
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|- | |- | ||
|[[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]] | ||
|[[Conjure Elemental]]: Water Myrmidon | |[[Conjure Elemental]]: Water Myrmidon | ||
|6 | |6 | ||
| | | | ||
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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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|{{DamageText|1d4 (1~4)|Cold}}* | |{{DamageText|1d4 (1~4)|Cold}}* | ||
|N/A | |N/A | ||
|✓ | | ✓ | ||
| | | | ||
| | | | ||
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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]] | ||
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|{{DamageText|2d6 (2~12)|Cold}} | |{{DamageText|2d6 (2~12)|Cold}} | ||
|N/A | |N/A | ||
|✓ | |✓ | ||
|✓ | |✓ | ||
| | | | ||
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|[[File:Ice Storm Icon.png|alt=Ice Storm Icon|frameless|100x100px]] | |[[File:Ice Storm Icon.png|alt=Ice Storm Icon|frameless|100x100px]] | ||
|[[Ice Storm]] | |[[Ice Storm]] | ||
|4 | | 4 | ||
|{{DamageText|4d6 (4~24)|Cold}} | |{{DamageText|4d6 (4~24)|Cold}} | ||
|N/A | |N/A | ||
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| | | | ||
|✓ | |✓ | ||
|Constitution: Halve | | Constitution: Halve | ||
|Creates Ice Surface | |Creates Ice Surface | ||
|- | |- | ||
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|N/A | |N/A | ||
|N/A | |N/A | ||
|✓ | | ✓ | ||
| | | | ||
| | | | ||
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|N/A | |N/A | ||
|✓ | |✓ | ||
|✓ | |✓ | ||
|Constitution: Concentration | | Constitution: Concentration | ||
|Creates Ice Surface | |Creates Ice Surface | ||
Interrupts Concentration | Interrupts Concentration | ||
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|6 | |6 | ||
|{{DamageText|10d6 (10~60)|Cold}} | |{{DamageText|10d6 (10~60)|Cold}} | ||
|N/A | | N/A | ||
|✓ | |✓ | ||
|✓ | |✓ | ||
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|} | |} | ||
|- | |- | ||
| 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 | | 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. 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 | |[[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 | ||
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|{{DamageText|2d8 (2~16)|Cold}} | |{{DamageText|2d8 (2~16)|Cold}} | ||
|✓ | | ✓ | ||
| | | | ||
|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 | ||
|- | |- | ||
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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 | |[[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}} | ||
Line 654: | Line 619: | ||
|} | |} | ||
|- | |- | ||
|[[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 | |[[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 | ||
! | ! | ||
Line 687: | Line 652: | ||
|- | |- | ||
|[Image Pending] | |[Image Pending] | ||
|Healing Vapours | |Healing Vapours | ||
|N/A | |N/A | ||
|✓ | |✓ | ||
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Only available in combat | Only available in combat | ||
|} | |} | ||
|} | |||
|- | |||
| colspan="7" | | |||
{| 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 | |||
|} | |} | ||
|} | |} | ||
==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. | ||
The effects that directly concern {{DamageType|Cold}} damage and behavior are listed below with their descriptions. | The effects that directly concern {{DamageType|Cold}} damage and behavior are listed below with their descriptions. | ||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" style="width: 100%;" | ||
|+{{DamageType|Cold}} Effects | |+{{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 | ||
|- | |- | ||
Line 720: | Line 714: | ||
| 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]] | ||
Line 726: | Line 720: | ||
|[[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]] | ||
|- | |- | ||
Line 741: | Line 735: | ||
|[[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]] | ||
|- | |- | ||
Line 751: | Line 745: | ||
|- | |- | ||
|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 | ||
|- | |- | ||
|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 | ||
|- | |- | ||
|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 | ||
Line 767: | Line 762: | ||
|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 785: | Line 780: | ||
|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 | ||
|- | |- | ||
Line 793: | Line 788: | ||
|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 | ||
|You cannot fall prone while traversing Ice Surfaces. | |You cannot fall prone while traversing Ice Surfaces. | ||
|Hoarfrost Boots | |Hoarfrost Boots | ||
|- | |- | ||
|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 | ||
|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 | ||
|- | |- | ||
|Snowburst | |Snowburst | ||
Line 830: | Line 825: | ||
|- | |- | ||
|Watery Rejuvenation | |Watery Rejuvenation | ||
|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] | ||
|Wavemother's Robe | |Wavemother's Robe | ||
|- | |- | ||
|Winter's Clutches | |Winter's Clutches | ||
|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). | ||
|Winter's Clutches | |Winter's Clutches | ||
|} | |} | ||
|} | |} | ||
==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}} | ||
|If there are 7 or more turns remaining Targets must succeed a [[Constitution]] {{SavingThrow}}, or take {{DamageText|1d4 (1~4)|Cold}} damage and become {{IconLink|size=25|Frozen Condition Icon.webp|Frozen (Condition)|Frozen}}. If Target succeeds a {{SavingThrow}} they take half damage and lose {{IconLink|size=25|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|Encrusted with Frost}}. | | If there are 7 or more turns remaining Targets must succeed a [[Constitution]] {{SavingThrow}}, or take {{DamageText|1d4 (1~4)|Cold}} damage and become {{IconLink|size=25|Frozen Condition Icon.webp|Frozen (Condition)|Frozen}}. If Target succeeds a {{SavingThrow}} they take half damage and lose {{IconLink|size=25|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|Encrusted with Frost}}. | ||
Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s. | Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s. | ||
Line 873: | Line 868: | ||
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 | ||
Line 885: | Line 880: | ||
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== | ||
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%;" | ||
! colspan="3" |Surfaces that Interact with {{DamageType|Cold}} Damage | |||
|- | |||
!Name | !Name | ||
!Special Cold Factors | !Special Cold Factors | ||
Line 896: | Line 893: | ||
|- | |- | ||
|[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 | ||
|- | |- | ||
Line 906: | Line 903: | ||
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|Steam Cloud Icon.png|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]] | ||
Line 912: | Line 909: | ||
|{{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 | |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]] | ||
[[Create Water]] spell | [[Create Water]] spell | ||
Ice Surfaces melt into Water Surfaces | Ice Surfaces melt into Water Surfaces | ||
|} | |} |
Revision as of 04:42, 29 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.
Equipment
Many pieces of equipable gear offer unique modifiers and effects that enable players to inflict 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 Cold damage players can deal, their base Cold damage, and Cold modifiers and effects.
Gear that Inflicts Cold Damage
Geat that Inflicts Cold Damage | ||||||
---|---|---|---|---|---|---|
Image | Name | Item Type | Base Cold Damage | Enables Spell | Unlocks | Special Cold Factors |
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 | Arrows are consumed upon use
Creates Ice Surface | |||
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. | ||
Flail of Ages | Flails | 1d4 (1~4)Cold* | ✓ |
|
| |
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 | ✓ |
|
||
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. | ||
Snow-Dusted Monastery Gloves | Gloves | 1d4 (1~4)Cold* | ✓ |
|
||
[Image Pending] | Wavemother's Sickle | Sickle | 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
Gear that Impacts Cold Damage | ||||||
---|---|---|---|---|---|---|
Image | Name | Item Type | Unlocks | Special Cold Factors | ||
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 (i.e. Prone). | |||
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 (single) target also applies 2 turns of Encrusted with Frost. | |||
Darkfire Shortbow | Shortbows | 3. Standard effects of Haste spell. | ||||
Elixir of Cold Resistance | 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 | |||
Hoarfrost Boots | Boots | Hoarfrost Balance effect | You cannot fall prone while traversing Ice Surfaces. | |||
Icebite Robe | Clothing |
|
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. | |||
Rain Dancer | Quarterstaves | Cast Create Water, once per Short Rest | Standard effects of Create Water spell. | |||
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). | |||
Trident of the Waves | Tridents | The Water Caller effect | On a hit, create a Water Surface centered on the Target. | |||
Water | Consumables | Consumables are consumed upon use.
Creates Water Surface Gives Wet condition | ||||
Water Barrel | ||||||
Wavemother's Robe | Clothing |
|
||||
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
Many 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.
Cold Actions | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 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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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 Cold damage are listed below with their damage values and descriptions.
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There are numerous useful creatures players can summon to assist them in combat. The elemental summons 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
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 | ||
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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 |