Cold damage

Cold damage is one of the 10 main damage types of the game, typically inflicted by spells or on-hit effects caused by weapons like the Flail of Ages. A weapon would cause Physical damage provided it goes through Armor Class, and then an additional effect could add elemental damage.
== Gameplay ==
* Cold damage that sufficiently overkills a target can snap-freeze it instead. A frozen creature counts as dead, and crumbles to pieces within 5 seconds or when hit again. If Gore is enabled in game options, non-critical items and gold that it was wearing can be destroyed then. From a technical point of view this game feature works like the Petrification, Disintegration or Level drain effects. STATE_FROZEN_DEATH - IESDP, see #12 and #13
== Protection from cold ==
Through the use of certain spells, items or abilities, it is possible to reduce the amount of damage, afflicted by cold.
=== Spells ===
Spells usually offer only temporary protection from cold, in varying degrees.
; Elemental and magical
Cold resistance spells
Name 	Type 	Level	Affects 	Amount 	Duration
Armor of Faith 	Priest 	1st 	Self only 	5% + 5% every 5 levels M	3 rounds + 1 round/level
Otiluke's Resilient Sphere 	Arcane (Alteration)	4th 	Self/other	All damage M 	1 turn
Resist Fire and Cold 	Priest 	2nd 	Self/other	50% M,E 	1 round/level
Protection From Cold 	Arcane (Abjuration)	3rd 	Self/other	50% M,E 	1 turn/level
Fireshield (Blue) 	Arcane (Evocation) 	4th 	Self only 	50% M,E 	3 rounds + 1 round/level
Protection From The Elements	Arcane (Abjuration)	7th 	Self/other	75% M,E 	1 round/level
Protection From Energy 	Arcane (Abjuration)	8th 	Self/other	75% M,E 	1 round/level
=== Items ===
Items, as long as equipped, offer a constant protection from cold. By wearing more than one of these, 100% resistance or even more is quite possible. Consumable items only give temporary protection.
; Elemental and magical
Cold resistance items
Name 	Area of Effect	Amount	Duration
Potion of Cold Resistance 	Self only 	50% E 	10 turns
Protection From Cold (protection scroll)	One creature 	50% E 	12 hours
=== Equipment ===
==== Apparel ====
*Dragon Helm - provides 25% cold, electricity and fire resistance
*Gift of Peace - provides 20% cold, electricity and fire resistance
*Helm of the Rock - provides 25% cold, electricity, acid, poison and fire resistance
*The Frost's Embrace - provides 50% cold resistance
*Old Slippers - provides 25% cold resistance
*White Dragon Scale - provides 50% cold resistance
*Mage Robe of Cold Resistance - provides 20% cold resistance
*Robe of Invocation - provides 20% cold, electricity, acid and fire resistance
*Belt of Antipode - provides 100% cold resistance at the expense of -100% fire resistance (i.e. weakness to fire)
*Sable Cloak – provides 40% cold resistance
==== Weapons ====
*Darkfire Bow - provides 5% cold and fire resistance
==== Shields ====
*Dragon Scale Shield - provides 25% cold, electricity and fire resistance
*Delryn Family Shield - provides 30% cold and fire resistance
*Darksteel Shield - provides 10% acid, cold, fire and poison resistance
=== Abilities ===
There are a few abilities that can offer temporary or constant protection from cold.
; Elemental and magical
*Druids gain 10% resistance to cold, fire, electricity, and acid at levels 18, 21 and 24 to a total of 30% at level 24
*A possible reward from the Test of Pride in the the Nine Hells is 20% resistance to cold, electricity and fire.
*Priests of Talos may cast Storm Shield which grants 100% resistance to cold, electricity and fire, in addition to immunity to normal missiles.
*Shapeshifters of level 13 or higher may shapeshift into Greater Werewolf form which has 50% resistance to cold, fire, electricity and acid.
… incomplete!
== Damage from cold ==
Many spells are based on cold, as well as some abilities, and items may deal bonus or even pure cold damage.
=== Spells ===
Due to their purpose of healing and supporting, the arsenal of cold-based spells is much smaller for priests than for wizards.
; Elemental
Cold damage spells
Name 	Type 	Level	Affects
Chill Touch 	Arcane (Necromancy)	1 	Caster
Ice Storm 	Arcane (Evocation) 	4 	Area of Effect
Fire Shield (Blue)	Arcane (Evocation) 	4 	Caster
Cone of Cold 	Arcane (Evocation) 	5 	Area of Effect (Cone)
; Magical
; Elemental and magical
… incomplete!
=== Items ===
Regular weapons with cold damage, besides ammunition for bows, weren't introduced until Baldur's Gate II.
; Elemental
* Arrows of Ice
* Wand of Frost
* Frostreaver
* Spectral Brand
* Ice Star
* Dragon Blade
* Flail of Ages
* Dragon's Breath
* Duskblade
* Wave
* Varscona
* Joril's Dagger
* The first Blue Globe
; Magical
; Elemental and magical
=== Abilities ===
…
; Elemental
; Magical
; Elemental and magical
… incomplete!
== Creatures, protected from cold ==
Some creatures have a natural resistance against cold damage, some have special items equipped that protect them.
; Elemental
; Magical
; Elemental and magical
… incomplete!
== Creatures, dealing cold damage ==
There are a number of creatures that always or by will are able to deal cold damage, either naturally, via spells or through special items in their equipment.
; Elemental
; Magical
; Elemental and magical
… incomplete!
== Gallery ==
Writhing Fog in Goblin Cave (SoD).png|Some pesky inhabitants of the Goblin Cave getting hit by M'Khiin's Writhing Fog (SoD — Hard)
Dread Wolf immune to cold damage (BGee).png|A Dread Wolf getting hit by an Arrow of Ice — it is getting only missile damage though, cause it's immune to the cold damage of the arrow — (Third Cloakwood — BG:EE)
Category:Elemental damage
Category:Cold damage