This is just adding additional steps to the jump that I already think is dubious. And I'm not even sure why or where you're going.
Just bringing all the definitions in so they're in one place.
Rune of Spellturning | All | Rune | Wearer has greater magic resistance and a chance of reflecting spells back to caster. multiple copies improves odds of reflect proccing |
Master Rune of Stabilization | Talismanic | Master Rune | Wearer's personal magic resistance is greatly improved, and creates a small aura that dampens magic around them as well.
Weapon: Similar to the Talismanic form in that it opposes magic. Instead of passive protection, magical protection of the enemy is turned into an aura that destroys the enemy's magical protection, and further making blows themselves likelier to wound. |
Master Rune of Thungni's Presence | Talismanic | Master Rune | Enemies suffer greater casting debuff, spells cast around the user are broken up and used to improve the casting of all Runes around the user. |
Stabilization and Spellturning all directly have anti magic capabilities, none of them are the same, Presence interferes with magic in an area. Spellturning does it directly on the user. And Stabilization acts somewhere in between the others by both having area and personal components.
If the combo succeeds, I don't think theres any reason we'd need it to work in the way you described rather than my second case. Therefore I'm not sure why this logical jump is needed, unless you think we can get these runes operating at 101% efficiency by making them ice aspected.
Non of them have additional cold aspects we could be bridging, none of them suggest that they cool magic except via the jump dampening -> sluggish -> cold which I think is a linguistic trick that is unlikely to hold up well to Khazalids hatred of abstracts.
Looking at cold runes, I don't think they have a particularly noticeable antimagic bend, obviously there are the elemental resistances which basically all elemental runes display when used defensively but apart from that the only cold rune that jumped out to me as having a significant anti magic effect was the Rune of Verglas... which you invented, so there may be some circular reasoning if we try and used that as evidence that cold improves anti magic effects, as I assume you were using the same train of thought there that I'm now disagreeing with.
Looking at combos, none of the ones that use cold runes seem to display a tilt towards antimagic, even when hailmantle pairs frost with Sanctuary it prefers an combo with physical defense (blowing away projectiles) and a debuff effect (slowing down enemies). And non of our anti magic combos involve a cold rune, although that is somewhat less useful evidence.
Further I would have less
(less because reagents are still the second least important input to an runic creation so its a lot of work to be hoping that a reagent can pull off a whole extra step in how you think comparable to what entire runes need to be doing) issue with semi metaphorically freezing a wind, if actually freezing a wind gave you something frozen.
The winds of Magic do not turn into a different phase or slow down when they become cold, any more than a Blizzard will begin raining liquid nitrogen. Cold winds aren't even particularly associated with being slow, they're associated with sapping the strength and speed from people they blow on. This is exactly what we see in the Hailmantle combo. Now theres still a way to make that sapping probably work with the anti magic, however:
Its still multiple steps of distance and its a link that ties an otherwise acceptable combo into a likely one, not something that would have a significant impact on its own, and probably not the runes I think we'd try to use to exploit gradually weakening an incoming spell.