Anachron, I will do the review

Since I had been testing Hero Suggestions for DotA, I can pretty much tell even from tooltips how good/balanced the hero can be.
So,
1) Capsulation is a lovely spell. The paused health and mana regeneration as an effect is something we've seen already, but seperately, as a spell against the standard Warcraft III spells, it definitely adds a new twist. The effects are maybe overdone and might not need to be together. I don't really know how the "can't react on any user order" is going to be coded/applied, but, since you already stun the units, the units already stay idle, so, unless that line refers to the previously mentioned "stun", I see no reason why you should add that additional twist. Generally, the concept is fine, and I need to inform you that it reminds me of one of my spells (one line only - the collect energy per damage part).
Aura of Frost - Again, many effects, especially for an aura. It's good to use the UnitsInRange, but manipulate it with a better way. An aura that boosts magic reduction to ally units is definitely some concept we haven't seen in default Warcraft III and generally, the whole magic resistance was not worked enough. The thing is that it provides damage, freeze, magic immunity, damage deflection (if it's a unit with mana). So, your concept is making an aura that targets enemies and allies at the same time. Now, this is what you should stick with, not an overuse of multiple effects.
Frost shock is a great spell for increasing the level of the gameplay, but a rather dull one. For my taste and my way of playing, it's one of those spells that I would level up last. The name is unoriginal, although it follows the unoriginal pattern of Blizzard, which is a good thing. Plus, with the general concept, you already have a freezing slow from Aura of Frost, which means that you are now getting a bit off the limits = overpowered. You should try to find additional effects frost does. Use your imagination, frost shouldn't only slow or freeze, it could also...?
Chain of Frost - Some spells in Warcraft III have a different spell name than their buff, but this happens only when that buff is globally used, meaning in other spells too. So, this specific buff, called "Frost Enchanted" should accompany the ability's name: Chain of Frost. The spell is way overpowered, because it adds damage all the time, on units that have already been affected by the spell. In addition to your other two slowing spells (that they both deal damage) and your other spell, Capsulation, which is a damage amplifier (doubles damage), you would end up killing a huge pool of units around you. So, in a melee map, the wave of units a player takes to travel/explore the map/invade your base, will likely die just before the presence of your hero.
Your hero is focusing too much on the standard values of offensive spells: damage and slow. The idea is not really original and generally, even though some spells of the melee maps are overpowered, e.g. that Polymorph of the Sorceress, most spells are really balanced. If you consider the fact that Thunderclap deals only 140 damage and 50% slow for 3 seconds on level 3, you will realize that you need to nerf some effects down. The concept of ice is something we mostly see around modding communities, so, don't really ask me how I feel about it. Of course it does have some potential, but I really believe you focus too much on the coding part than the concept.