Base Class: Wizard
You study the magic of ice and all things cold becoming a master of the freezing elements.
Cold savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Freeze Spells
Beginning at 2nd level, you can Edit the type of your spells. When you cast a spell that deals damage you can choose to make it cold damage instead of its normal damage. All bonuses you have to cold damage spells apply to this spell. You can use this feature a number of times equal to your intelligence modifier.
Shackles of Ice
Starting at 6th level, When you cast a spell of 1st level or higher that does cold damage you can cause extra freezing wind to come forth from the spell and sheathe your enemies in ice. When you cast a spell of 1st level or higher that does cold damage if it hits it's target you can force them to make a dexterity saving throw equal to your spell save dc. If they fail the saving through they are encased in ice, their speed is reduced to 0 and cannot be increased until the ice is broken or melted. the ice lasts for 1 minute and they can make a strength saving throw end the end of each of their turns, at the end of their turns they also take cold damage equal to your proficiency bonus. The ice can be destroyed by getting attacked, it has a number of hit points equal to twice your wizard level and is vulnerable to fire damage. you can use this feature twice per long rest.
Cryostasis
Beginning at 10th level, when you would die the frigid magic filling your body spills out saving you and punishing your enemies. When you would be reduced to 0 hit points you are instead reduced to 1 hit point being in cased in ice. All hostile creatures in a 10 foot area around you must make a dexterity saving throw with a dc equal to your spell save dc, if they fail the save they take 3d8 cold damage and are restrained until the end of their next turn. while in the ice you are immune to all damage, the ice has health equal to wizard level times three and an ac equal to your spell save dc. at the end of ever turn you are in the ice gain 2 hit points, whenever you gain hit points you can choose to break the ice. This ability cant activate again until you long rest.
Ice Age
At 14th level, you gain the ability Ice Age. As an action, you are able to freeze all water molecules in a 60 ft. radius sphere centered around you. This creates sleet of ice and snow on the ground whilst super chilling the air, rendering all area it difficult terrain. All creatures you designate in the sphere must make a Strength saving throw equal to your Spell Save DC or be frozen. While frozen, a creature is considered incapacitated until the end of their next turn.
Furthermore, you create a 30 ft. radius sphere of a perpetual blizzard centered around you. For the duration, when any creature hostile towards you enters the area for the first time or starts their turn in it, they must succeed on a Constitution saving throw or take cold damage equal to half your wizard level and have its speed reduced by 15 feet. All creatures inside the blizzard besides yourself are considered blinded. Ice age can be used once per long rest.
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