For each spell the Wizard successfully casts from the Lore of Ice, the Wizard and any unit they are with gain a 6+ armour save until the start of their next Magic phase.
Midwinter's Kiss is a direct damage spell. The caster makes a Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. All models Hit suffer a Strength 4 Hit with the Ice Attacks special rule.
The caster invite the cold spirits of old within her to transform herself into a shrieking, taloned creature of Kislev legend, carried across the battlefield in a whirlwind of purest cold.
Remains in play. Form of the Frostfiend is an augment spell that may be cast on the Wizard herself if she is on foot. While active, she gains the Fly (9) and Terror special rules, +2 Strength, +2 Toughness and +3 Attacks. The effects of all magic items are ignored for the duration of this spell, as they are transmogrified along with the caster. While in this form, she follows all the rules for Monstrous Beasts and should be placed on a 40x40mm base.
Ice Sheet is a hex spell with a range of 24". Until the start of the caster's next Magic phase, the target unit has all its Movement halved. The Wizard may choose to increase the range of this spell to 48". If they do so, the casting value is increased to 9+.
Frost Blades is an augment spell with a range of 12". The target unit gains the Armour Piercing (1), Ice Attacks and Magical Attacks special rules until the start of the caster's next Magic phase. The Wizard may choose to increase the range of this spell to 24". If they do so, the casting value is increased to 12+.
Death Frost is a direct damage spell with a range of 12" and targets a single enemy model (even a character in a unit). The target unit must pass a Toughness test or suffer a Wound with the Multiple Wounds (D6) and Ignores Armour Saves special rules. This is an Ice Attack. The Wizard may choose to increase the range of this spell to 24". If they do so, the casting value is increased to 13+.
Crystal Sanctuary is an augment spell that affects the Wizard and any unit they are with. Until the start of the caster's next Magic phase, the unit gains a Ward Save (4+). However, if it moves for any reason, this Ward save is lost. The Wizard can choose to extend the range of this spell to affect all friendly units within 6". If they do so, the casting value is increased to 20+.
Remains in play. Heart of Winter is a direct damage spell with a range of 18". All models in the target unit must take a Toughness test or suffer one Wound which Ignores Armour Saves. This is an Ice Attack. In addition, it has all its Movement halved until the start of the caster's next turn. The Wizard may choose to increase the range of this spell to 36". If they do so, the casting value is increased to 19+.