#### Ice Ward
*1st-level abjuration*
**Casting time:** 1 reaction, which you take when you are hit by an attack
**Range:** Self
**Components:** V, S, M (a shard of ice inside a tiny glass sphere)
**Duration:** Instantaneous
You throw up your hands as you are attacked, and icy symbols protect you from harm and slow your assailants.
Until the start of your next turn, you have resistance to slashing, piercing, and bludgeoning damage, including against the triggering attack. While you have these resistances you are also vulnerable to fire damage. If the triggering attack was a melee attack, the triggering creature has their speed reduced by 10 feet until the start of your next turn.
Source: https://www.dandwiki.com/wiki/Ice_Ward_(5e_Spell)
#### Frostwave
*1st-level evocation*
**Casting time:** 1 action
**Range:** Self (10-foot circle or 15-foot cone)
**Components:** V, S
**Duration:** Concentration, up to 1 minute
A spray of crystal laden cold sweeps out from you to deter movement. When casting this spell, you choose whether to affect a 10-foot circle centered on you or a 15-foot cone in front of you. For the duration, this ice turns the ground in the area into difficult terrain.
A creature of Medium size or smaller in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the frost until the spell ends. A creature restrained by the frost can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Prone creatures have disadvantage on the save and the check.
When the spell ends, the frost dissipates harmlessly.
Source: https://www.dandwiki.com/wiki/Frostwave_(5e_Spell)