*Where they walk, the very air freezes. Biting through flesh and bone, creeping into the very soul itself. Numb, then forever still.*
## Glacial Shard Spell List
- **Level 1:** Arcane Riposte, Winter's Bite, Freezing Retaliation, Warding Barrier
- **Level 3:** Elemental Bulwark, Ice Armor, Sleet Storm, Freeze
- **Level 5:** Frigid Fog, Slow, Snowball, Tiny Hut
- **Level 7:** Conjure Minor Elementals, Fire Shield, Ice Storm, Draining Nova
- **Level 9:** Conjure Elemental, Cone of Cold, Deep Freeze, Cold Snap
## Ice Skating (1st Level)
At 1st level, you can skate across surfaces of ice, water, and snow at high speeds, increasing your movement speed by 10ft and ignoring difficult terrain from those sources.
## Winter Blast (6th level)
At 6th level, As a reaction to taking damage, you can expel an explosion of icy shrapnel in a 10-foot radius centered on you. The ground within the radius becomes icy difficult terrain, and each creature in the area must make a Constitution saving throw against your Spell Save DC. On a failed save, a creature takes 2d8 cold damage and is pushed 10 feet away from you. On a successful save, a creature takes half damage and isn't pushed. The damage and radius increase by 1d8 and 10ft each when you reach 10th level (3d8, 20ft), 14th level (4d8, 30ft), and 18th level (5d8, 40ft). Once you use this feature, you cannot use it again until you finish a long rest
## Deep Freeze (14th level)
At 14th level, when you deal cold damage to a creature with a spell, their movement speed is reduced by 5ft for each spell level, until the end of their turn. If you reduce a creature's base movement speed to 0, they are paralyzed by ice until their movement speed is restored. Additionally, if you reduce a creature to 0 hit points with cold damage, you can choose to petrify them in ice, rather than killing them outright.
## Absolute Zero (18th level)
At 18th level, you gain access to the upper limit of cold temperature. You gain immunity to cold damage. After grappling, being grappled by, or grabbing onto a creature for one round, the creature must make a Constitution Saving Throw against your Spell Save DC each round. On a failure, the creature becomes Slowed until the start of their next turn after escaping or breaking the grapple. You can use a reaction to magically encase yourself in thick magical ice, becoming Petrified. While petrified, you remain aware of your surroundings, and are immune to all except fire or magical damage. This state lasts for up to 1 minute, or until stopped as an action.