====== Freezing ======
{{:misc:scales:cold.png?nolink }} A **Frozen** creature has limited capabilities (due to being so cold), and fights
poorly as a result. Freezing is a condition, not a wound. It persists from round to
round, inflicts fatigue each round, and lasts until the creature thaws or the battle
ends.
===== Effects =====
==== Each round, while Frozen ====
**Fatigue**
* **2d6** (2 to 12) cold [[fatigue]]
* this figure gets halved (rounded up) with **5 [[Cold Resistance]] or more**
**Penalties**
* attacks take **twice as long** to recharge
* combat Action Points **halved**
* **-3 [[Attack Skill]]**
* **-3 [[Defence Skill]]**
The unit panel displays these as **Frozen: -3** and **Frozen: -half**.
[[slowed|Slowed]] is a separate condition with its own -2 to each skill. A creature can
have both, and the penalties stack.
===== Becoming Frozen =====
**Cold attacks** can freeze on the same terms that fire attacks
can [[burn|burn]]: **4% per point** of damage, **divided by 3** if the attack inflicts
**Fatigue** rather than damage. At **25** points or more the
chance reaches 100%.
The damage used for this check is the amount remaining after [[Cold Resistance]],
measured before the damage roll and before the protection roll. The attack must also
wound: an attack fully absorbed by [[protection|Protection]] cannot freeze.
If a single attack inflicts both fire and cold damage, burning is checked first and
takes precedence. A creature ignited by such an attack does not receive a freeze check.
===== Immunities =====
A creature cannot be frozen if any of the following applies:
* **10 [[Cold Resistance]]** or more
* [[spiritform|Spiritform]]
* [[:Mistform|Mistform]]
* the ??Breath of Winter?? enchantment
* a hardcoded trait: innate heat
Innate heat is a unit trait, not an aura value, but the unit sheet does not distinguish
between the two. It cannot be given through items, spells nor modding.
A unit with innate heat has a built-in [[auras#heat-aura|Heat Aura]] of
3, so it displays a heat value just as a unit with a listed aura does, and Fire magic
increases both. Only the source of the aura affects freezing. ??Salamander??s,
??Ifrit??s and ??Marid??s have listed aura values of 6, 4 and 5 respectively and can be
frozen normally, as can Abysia's sacred ??Burning One?? with a listed 6.
The following units cannot be frozen:
^ Type ^ Units ^
| Abysia's soldiers and leaders | ??Abysian Infantry??, ??Lava Warrior??, ??Lava-born??, ??Lava-born Commander??, ??War Master??, ??Warlord??, ??Beast Trainer??, ??Rage Lord?? |
| Abysia's mages and priests | ??Warlock??, ??Warlock Apprentice??, ??Great Warlock??, ??Demonbred??, ??Misbred??, ??Anathemant??, ??Anathemant Salamander??, ??Anathemant Dragon??, ??Anathemant Warlock??, ??Sanguine Anathemant??, ??Anointed of Rhuax?? |
| Abysia's assassins | ??Slayer??, ??Slayer Worm??, ??Slayer Anathemant??, ??Slayer Sanguine??, ??Slayer Dragon?? |
| Devils and demons | ??Devil??, ??Arch Devil??, ??Moloch??, ??Hell Spawn??, ??Hannya??, ??Demon of Heavenly Fires?? |
| Beings and beasts of living fire | ??Phoenix??, ??Summer Lion??, ??Magma Child??, ??Fire Snake??, ??Smoulderghost??, ??Guardian of the Pyre??, ??Hinn??, ??Khalkotauros??, ??Calydonian Boar?? |
| The desert dead of Hidden in Sand | ??Dust King??, ??Dust Priest??, ??Dust Warrior??, ??Dust Walker?? |
| Miscellaneous | ??Gloso??, ??Turan Sorcerer?? |
The ??Anointed of Rhuax?? has both: a listed value of 6 on top of the built-in 3, for a
total Heat Aura of 9.
Five units share the name ??Hell Spawn??. Two have innate heat and cannot be frozen; the
other three have a listed aura of 6 and can.
[[Ethereal]] does **not** grant immunity in Dominions 6, despite the manual's claim.
===== Other sources =====
Two [[Alteration]] spells apply the condition directly rather than rolling for it. Both
are [[Water]] [[magic]]:
^ Spell ^ Path ^ Research ^ Targets ^
| ??Freeze?? | {{path>W2}} | Alteration 3 | a small area |
| ??Winter's Chill?? | {{path>W3}} | Alteration 5 | a large area |
The **??Encase in Ice??** spells do not apply the Frozen condition. They immobilise their
target through a separate effect, can only be cast underwater, and inflict none of the
fatigue or penalties described above.
A creature standing in a [[cloud#frost-clouds|frost cloud]] may also be frozen. Frost
cloud damage is normally capped at 1 point, but the cap does not apply to a target that
is already Frozen.
===== Thawing =====
A Frozen creature rolls to thaw each round:
^ Source ^ Effect on the chance ^
| base | **25%** |
| {{:misc:scales:heat.png?15&nolink}} each point of Heat on the [[Scales]] | **+5%** |
| each point of [[Cold Resistance]] | **+1%** |
| minimum | **1%** |
{{:misc:scales:cold.png?15&nolink}} Cold scales count as negative Heat, and
[[Elemental Vulnerability]] counts as negative Cold Resistance.
Fatigue is applied before the thaw roll, so a frozen creature always suffers at least
one 2d6 before it can escape. The condition also ends when the battle does.