Cold Damage

damage is an elemental Damage Type available in Baldur's Gate 3. Representative of the aspects of chill, ice, and water damage often serves as a counter to damage. 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 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 damage players can deal, their base damage, and modifiers and effects.
=== Gear that Inflicts Cold Damage===
Gear that Inflicts Cold Damage 	Gear that Inflicts Cold Damage 	Gear that Inflicts Cold Damage 	Gear that Inflicts Cold Damage 	Gear that Inflicts Cold Damage 	Gear that Inflicts Cold Damage 	Gear that Inflicts Cold Damage
Image 	Name 	Item Type 	Base Damage 	Enables Spell 	Unlocks 	Special Factors
 	Allandra's Whelm 	Tridents 	 	 	Frigid Blade weapon action, once per Short Rest 	Frigid Blade applies Frostbite condition on attack hit, and deals weapon Proficiency bonus as damage.
 	Arrow of Ice 	Arrows 	 	 	 	Arrows are consumed upon use
Creates Ice Surface
 	Cold Snap 	Daggers 	 	 	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 	* 	✓ 	
#Cast Elemental Age spell, once per Long Rest
#Elements of an Epoch effect
#Tenacity effect	
#+1 Bonus to weapon attack roles, and an additional 1d4 damage depending on the elemental age selected (i.e. ).
#Depending on the kind of damage chosen from Elemental Age (i.e. ), your attack also inflicts a related condition (i.e. Chilled).
#When you miss a main hand attack, you deal 1 bludgeoning damage anyways.
 	Frost Prince 	Amulets 	* 	✓ 	Cast Level 1 Ice Knife spell, once per Long Rest 	Standard effects of Ice Knife spell.
 	Mourning Frost 	Quarterstaves 	
* 	✓ 	
#Heart of Ice effect
#Insidious Cold effect
#Cast Ray of Frost cantrip	
#When dealing damage, the wielder deals an additional damage.
#Dealing damage with a spell possibly inflicts Chilled upon the Target.
# Standard effect of Ray of Frost cantrip.
 	Ring of Elemental Infusion 	Rings 	* 	 	Elemental Infusion effect 	After dealing Elemental damage (i.e. ) 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 	* 
* 	✓ 	
# Chilling Strike effect
#Cast Ice Knife spell 	
#Your unarmed attacks deal an additional damage.
# Standard effects of Ice Knife spell.
[Image Pending] 	Wavemother's Sickle 	Sickle 	 	 	Watery Guidance effect 	This weapon has Advantage against Wet Targets.
* Damage is indicative of unlocked spell/effects, not the base gear	* Damage is indicative of unlocked spell/effects, not the base gear	* Damage is indicative of unlocked spell/effects, not the base gear	* Damage is indicative of unlocked spell/effects, not the base gear	* Damage is indicative of unlocked spell/effects, not the base gear	* Damage is indicative of unlocked spell/effects, not the base gear	* Damage is indicative of unlocked spell/effects, not the base gear
===Gear that Impacts Cold Damage===
Gear that Impacts Cold Damage	Gear that Impacts Cold Damage 	Gear that Impacts Cold Damage	Gear that Impacts Cold Damage 	Gear that Impacts Cold Damage 	Gear that Impacts Cold Damage	Gear that Impacts Cold Damage
Image 	Name 	Item Type 	Unlocks 	Special 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. ) 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. ) 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. ) 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 	
#Resistance to damage
#Resistance to damage
#Cast Haste spell, once per Long Rest	3. Standard effects of Haste spell. 	 	
 	Elixir of Cold Resistance 	Potions
Elixirs 	Resistance to 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 	
#Resistance to damage
#Cast Armour of Agathys, once per Long Rest	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. ), 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 damage 	 	 	
 	Snowburst Ring 	Rings 	Snowburst effect 	When the wearer deals 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 	Consumables 	 	Consumables are consumed upon use.
Creates Water Surface
Gives Wet condition 	 	
 	Wavemother's Robe 	Clothing 	
#Temperature Adjustment effect
#Watery Rejuvenation effect
#Cast Create or Destroy Water, once per Short Rest	
#Wearer has Resistance to and Damage.
#If the wearer is standing in a Water Surface at the start of their turn, they heal for 1d4 Hit Points. [Ice Surfaces melt into Water Surfaces]
# Standard effects of Create or Destroy Water spell.	 	
 	Winter's Clutches 	Gloves 	Winter's Clutches effect 	When the wearer deals damage, inflict 2 turns of Encrusted with Frost upon the Target(s). 	 	
==Attacks==
===Spells===
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 damage are listed below with their damage values and descriptions.
Spells that focus on Damage
 	Name 	Spell Level 	Base Damage 	Upcast Damage 	Concentration 	AOE 	Saving Throw 	Special Factors
 	Armour of Agathys 	1 	* 	* 	 	 	 	Damage inflicted upon being melee attacked
 	Chromatic Orb: Cold 	1 	 	 	 	✓ 	 	Creates Ice Surface
 	Cone of Cold 	5 	 	 	 	✓ 	Constitution: Halve 	
 	Conjure Elemental: Water Elemental 	5 	Consult Summoned Elemental Actions table 	N/A 	 	 	 	Only one entity can be summoned from Conjure Elemental at a time
 	Conjure Elemental: Water Myrmidon 	6 	Consult Summoned Elemental Actions table 	N/A 	 	 	 	Only one entity can be summoned from Conjure Elemental at a time
 	Conjure Minor Elemental: Ice Mephits 	4 	Consult Summoned Elemental Actions table 	N/A 	 	 	 	Summons 2 Ice Mephits
 	Elemental Weapon: Cold 	3 	* 	N/A 	✓ 	 	 	Damage added to weapon attack roles
+1 bonus to weapon attack roles
 	Fire Shield: Chill 	4 	* 	N/A 	 	 	 	Damage inflicted upon being melee attacked
10 Turn Duration
 	Glyph of Warding: Cold 	3 	 	 	 	✓ 	Dexterity: Halve 	Inflicts damage upon contact with Hostile Target
 	Hunger of Hadar 	3 	 	N/A 	✓ 	✓ 	 	Damage inflicted to Targets starting their turn in AOE
10 turn duration
 	Ice Knife 	1 	 	 	 	✓ 	Dexterity: Negate 	Creates Ice Surface
Identical to Monk Ki spell, Blade of Rime
 	Ice Storm 	4 	 	N/A 	 	✓ 	Dexterity: Halve 	Creates Ice Surface
 	Otiluke's Freezing Sphere 	6 	 	N/A 	 	✓ 	Constitution: Halve 	Creates Ice Surface
 	Protection from Energy: Cold 	3 	N/A 	N/A 	✓ 	 	 	Gives Resistance to damage
 	Ray of Frost 	0 	 	 	 	 	 	Inflicts Ray of Frost (Condition)
Damage upcast added at Spellcaster Level 5 and again at 10
 	Sleet Storm 	3 	N/A 	N/A 	✓ 	✓ 	Constitution: Concentration 	Creates Ice Surface
Interrupts Concentration
10 turn duration
 	Wall of Ice 	6 	 	N/A 	✓ 	✓ 	Dexterity: Halve 	Initial damage to enemies in spell path
Breaking concentration destroys wall
Creates Ice Surface and battlefield barrier
Wall destruction leaves Ice Cloud
10 turn duration
* Damage is indicative of effects, not the base spell	* Damage is indicative of effects, not the base spell	* Damage is indicative of effects, not the base spell	* Damage is indicative of effects, not the base spell	* Damage is indicative of effects, not the base spell	* Damage is indicative of effects, not the base spell	* Damage is indicative of effects, not the base spell	* Damage is indicative of effects, not the base spell	* Damage is indicative of effects, not the base spell
===Actions ===
Many actions are poised to directly inflict 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 damage players can deal, their base damage, and modifiers and effects. 
Actions 	Actions 	Actions 	Actions 	Actions 	Actions	Actions	 	 	 	 	
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 damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"	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 damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"	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 damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"	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 damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"	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 damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"	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 damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"	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 damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"	Equipment Actions	Equipment Actions	Equipment Actions	Equipment Actions	Equipment Actions
 	Name 	Base Damage 	Special Factors 	Source 	 	 	 	 	 	 	
 	Absorb Elements 	* 	Take half damage from the next Elemental damage (i.e. ) attack targeting you, and deal an additional 1d6 of that element type on your next attack.
Once per Short Rest	Cloak of Elemental Absorption
Cloak of the Weave 	 	 	 	 	 	 	
 	Frigid Blade 	Deal weapon Proficiency bonus as damage 	Applies Frostbite condition on attack hit 	Allandra's Whelm 	 	 	 	 	 	 	
 	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 effect, until Long Rest
Once per Short Rest	Markoheshkir, Kereska's Favour 	 	 	 	 	 	 	
* Damage is indicative of unlocked spell/effects, not the base action	* Damage is indicative of unlocked spell/effects, not the base action	* Damage is indicative of unlocked spell/effects, not the base action	* Damage is indicative of unlocked spell/effects, not the base action	* Damage is indicative of unlocked spell/effects, not the base action	 	 	 	 	 	 	
==Effects==
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 damage and behavior are listed below with their descriptions.
 Effects
Features will remain permanently active on the player upon unlock (barring things such as class respec).
{| class="wikitable mw-collapsible" style="width: 100%;"	 	Name 	Effect Description 	Source
	Animal Aspect: Crocodile 	On slippery surfaces (i.e. Ice Surface) you have Advantage on Saving Throws against being knocked prone. 	Level 6 Barbarian Wildheart 	
	Draconic Ancestry 	You have Resistance to a particular damage type depending on your Dragonborn subrace (i.e. Silver & White Dragons are ). 	Dragonborn Race 	
	Draconic Ancestry 	You have Resistance to a particular damage type depending on your Dragonborn subrace (i.e. Silver & White Dragons are ). 	Dragonborn Race 	
	Elemental Adept: Cold 	Your spells ignore Resistance to . When you cast spells you cannot role a 1. 	Feat 	
	Elemental Affinity: Damage 	When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are ), you add your Charisma modifier to the damage. 	Level 6 Sorcerer, Draconic Bloodline	
	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 ), you can spend one Sorcerery Point to gain Resistance to that damage type.	Level 6 Sorcerer, Draconic Bloodline	
	Fiendish Resilience 	Choose a damage type (i.e. ) to become Resistant to, you can change this each Short Rest. 	Level 10 Warlock Fiend 	
	Wasteland Wanderer: Cold 	Resistance to damage. 	Ranger Natural Explorer 	
==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 damage have been compiled here with their descriptions and relevance to damage.
Conditions related to Damage
Name	Condition Description 	Special Cold Factors
 	Target becomes Vulnerable to damage, and Resistant to damage 	Vulnerable Targets take double damage
 	If there are 7 or more turns remaining Targets must succeed a Constitution , or take damage and become . If Target succeeds a they take half damage and lose .
Targets have on Dexterity s.
Removed by .	Can apply Can inflict damage
Targets have on Dexterity s, making it easier to become .
 	Targets hit by damage receive an additional for every turn of Frostbite remaining.	Increases damage received on every attack
 	Target is trapped in ice and cannot perform Actions or Reactions. If Target recieves , , or damage the condition ends.
While Frozen Target becomes Vulnerable to , , and 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 when made within , and Prone Target's have on Strength and Dexterity s.
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 .
Only applied by Ray of Frost cantrip. 	Reduces Target's movement speed
 	Target becomes immune to and has Resistance to damage for the duration.
Target becomes Vulnerable to and damage for the duration.
This condition also washes away blood and grime that appears on the player character.	Vulnerable Targets take double 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 Damage are listed below.
Surfaces that Interact with Damage	Surfaces that Interact with Damage 	Surfaces that Interact with Damage
Name 	Special Cold Factors 	Sources
 	Targets who pass through are inflicted with Icy Cloud that deals 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 damage
Targets must make Dexterity s to avoid becoming With the condition massively reduces Target's ground movement speed	spells that create Ice Surfaces
Hitting liquid surfaces, like and Water Surfaces, with damage
 	Targets standing within have Wet condition making them vulnerable to damage 	Hitting Water Surfaces with spells that create surfaces
 	Can be frozen with spells into Ice Surfaces, or vaporized with surfaces to create Steam Clouds	Breaking Water Barrels and Jugs
Create Water spell
Ice Surfaces melt into Water Surfaces
Category:Gameplay mechanics