Following on from similar volumes dealing with fire, air, and earth, this guide focuses on a somewhat neglected type of magic, which can often be as deadly as the more obvious fire spells. There isn't much discussion of the general discussion of ice magic here, although it's relative rarity seems to be both a blessing and a boon: fewer opponents are likely to be resistant to it, but equally your own immunity to cold might not see much use.
There are 14 spells here, ranging from 0 all the way to 9th level, and primarily intended for wizards, although about half can also be used by druids, and one each by bards and clerics. They're a good range of spells, including defensive, offensive, and movement magics, among others. The divination spells seem a little strained, having no obvious connection with the element beyond the choice of material component needed to cast them.
There is also a sorcerer bloodline, a clerical domain, and a wizard speciality, all of which seem to be well thought out and plug a gap in the mainstream rules. A weakness of them, inherent in the concept, is that they often tend to leave users vulnerable to fire magic - which tends to be more common than ice magic. There is also a template for arctic animals, and another for ice elementals (it's a template, rather than a stat block, because, in most game mechanical respects, they're the same as earth elementals).
At 9 pages (not counting the credits) it's shorter than the other booklets in the series, but it does a good job of making ice mages a viable option, although you might want to consider the pros and cons of using, and defending against, something that's relatively unusual.
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