Nah, I'd have to quote the entire book Even then, he'd probably say I'm taking things out of context.
If you don't also quote the 3.0 version of the spell, I'd say it's obviously out of context. Also, why didn't you quote the designer commentary on the subject? Surely if you can't quote what the designers said to each other when writing out these abilities then you're just posting out of context!
Anyway, another Fun Find: Algid Enhancement from Frostburn. It's a mostly overlooked spell because it only works on things with the cold subtype but costs 50gp per casting. However, what it does is AMAZING and makes it worthwhile to consider running with an entirely cold subtyped party. It effects 1 cold subtype creature per level, lasts 24 hours, and gives an uncapped bonus to AC, attack rolls, and saves vs fire effects, as well as a useless amount of temporary HP. You get +1 per 3 caster levels to all those things (double that to saves vs fire) uncapped, in addition to a base +1 (+2 for fire effect saves, +1d8 for temporary HP). It's a 6th level spell and the bonus to attack rolls is an enhancement bonus, but if you can manage to get a really high caster level (Consumptive Field?) the bonuses could be VERY significant and you can put them on your entire party, your mounts, and quite a few more folks all at once.
Plus, being the cold subtype means you can run around using Rimefire Ice and Stygian Ice weapons (with Blue Ice sheathes to avoid melting) and Blue Ice armor. That's fun. If you plan on using a Stygian Ice weapon, make sure it's Dwarvencraft Quality and cast Harden on it so it won't break. And then you can use Control Temperature to lower the temperature (it's also uncapped, but there's a maximum level of coldness) and thus freeze everything around you... with a one hour/level duration, you should be able to adventure in frozen cold all day long. Plus there's a few other spells that harm anyone not of the cold subtype but heal those who have it... it could definitely be fun to run a cold themed party. Ice Web, for example, is a version of web that does damage but cold subtyped creatures are unaffected... could be handy to throw into a fight. Sadly, Mantle of the Icy Soul was nerfed so you can't just slap on the cold subtype to any creature. But if you already have the subtype, at 15th level a Druid could cast Mantle of the Fiery Spirit on you so you'd have the fire subtype too, thus granting immunity to fire and ice permanently.
Other fun frosty effects from Frostburn include the Ice Shape spell which permanently reshapes any ice into whatever shape you want (though fine details aren't possible, so things with moving parts have a 30% chance of not working). What's so cool (heh) about this? Blue Ice is a form of ice, so this lets you turn any Blue Ice you have into whatever you want it to be, and it does so as a third level spell. It's basically a low level specialized Fabricate.
Ice to Flesh is amazing, as it explicitly allows you to turn an ice sculpture into a corpse. Combined with Ice Shape, this means you could make the corpse of any creature you want, then wake it up with Animate Dead or Animate Dread Warrior or whatever else you like.
Icicle is much like Ghoul Glyph... it's a second level spell that lasts forever until discharged and hits automatically. But this spell won't hurt anyone you designate as safe. It's a fun way for a Sorcerer to get rid of unused spell slots at the end of the day. Also, if you were to paint the icicles in poison (minor creation made Black Lotus, perhaps?) you'd have quite the trap.
Whiteout+Snow Sight is a nasty combo. Both spells last an hour per level. The first centers a 120ft spread on a target creature (in this case friendly) which virtually blinds everybody in the area (including halving speed, denying dex to AC, and so on). It also disorients creatures, forcing a Survival check (how many enemies could make that?) or wander aimlessly with each move action. Snow Sight, however, is a first level spell that lets one creature completely ignore these effects. Cast the former on one party member, then cast the latter on everybody... now all your enemies for the full adventuring day are virtually helpless with no save, and you're fine.
And as a funny one, due to a typo the Obedient Avalanche spell says it does, in addition to other effects, 1d610 damage to structures. Yes, it's a typo, but that's the largest damage die written in any book (beating that 1d33 weapon by a large margin!).
JaronK