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Class record

Hoarfrost

Controller

Tier
3
Difficulty
2 / 5
Main role
Controller
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Cryomancer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Magic or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Toughness
  8. Level 8Ultimate ability

Identity & lore

Class overview

The Hoarfrosts are Cryomancers who’ve mastered the chilling power of ice, tracing their origins back to a legendary mage named Mirane. She was the first to truly perfect the art of Cryomancy during her journey through the eastern Tundra. Her story took a dramatic turn when she faced off against a powerful Fiend. In that intense battle, Mirane developed her ultimate spell, the Eternal Mirane Cage. This incredible spell froze the Fiend in place for ten long years, giving an army of adventurers the time they needed to arrive and finally take it down.

Mirane’s magic didn’t just fade into history—it’s been passed down through the generations to future Hoarfrosts. Those who follow in her footsteps wear a snowflake emblem, just like Mirane did, and many of them embark on their own journeys to the Tundra that now bears her name.

Tactical guidance

Playing Hoarfrost

Eternal Mirane Cage is a legendary ability, but it’s not something you’ll use all the time. It’s perfect for when you need to subdue enemies who just won’t give up, making Hoarfrosts a great choice for missions where taking down targets alive is the goal.

Frost Driver is an excellent follow-up move that turns a slow into a full-on root, setting up your team for devastating AoE attacks and utility plays. Just be aware of its limitation against flying enemies—it won’t be as effective there.

White Thunder is a clever setup move that transforms your Glacial Walls into potential bombs. It forces enemies to think twice before getting too close, giving you control over the battlefield.

When things get dicey, Glacial Bastion is your panic button, but it’s not something to use without thought. While it shields you, it can also give enemies the chance to position themselves around you, potentially trapping you. If you see them making a move for a big strike, use White Thunder while encased, since you can’t defend yourself while you’re in the ice.

Lastly, the Hoarfrost’s Secret Art, Whiteout, is a powerful tool that reduces accuracy for everyone on the battlefield and can be activated right at the start of an encounter. It’s especially useful if you’re ambushed or under heavy pressure, buying your team some defensive turns to regroup and reposition. Just keep in mind that enemies with Frost Immunity or Ice Cold are unaffected by it, just like you.

Hoarfrost

Class features

Abilities unlocked

Complete rules for every ability granted by Hoarfrost.

2 AP1 MP
Range
80ft
Keywords
Frost,Root,Slow,Spell,Combo

You send ice spikes along the ground towards a single target, making a Heavy attack that deals Frost Damage. This cannot hit a target higher than 5ft above the ground. On hit, the target is Slowed until the end of their next turn.  If the target is already Slowed, they instead become Rooted, making them unable to move until the end of their next turn.

Combo: When used after Icicle Nail or White Thunder hits, reduce the mana cost to 0.

1 AP
Range
80ft
Keywords
Frost,Slow,Spell,Scatter

You target a Glacial Wall in range and fire a bolt of Frost energy that requires line of sight. On impact, the wall is destroyed and explodes into blades of ice, attacking all enemies within 5ft of the destroyed wall with a Precise attack that deals Frost damage. On damage, the target is Slowed until the end of their next turn. 

1 RP1 MP
Range
Self
Keywords
Frost,Spell

You encase yourself in a Glacial Wall that fills your space until the start of your next turn, making you untargetable for attacks during the duration. This Glacial Wall has HP equal to 20 + Focus, any remaining damage is transferred to you (mitigated by your armor).  While encased, you can cast White Thunder on your encased Ice for 1 RP which removes Glacial Bastion. Other than White Thunder, you cannot take any other actions while under the effect of Glacial Bastion.   

This Spell does not provoke attacks of opportunity.

1 RP1 MP
Range
2500ft radius on self
Keywords
Encounter Start,Frost,Spell,Upkeep,Concentration,Secret Art

You create a sudden snowstorm that obscures sight, creating difficult battle conditions. 

Attack accuracy for all affected units is reduced by your Focus and sight range is reduced to 60ft. A creature can only target something within their sight range.

You and creatures with Frost Immunity are not affected by this ability.

You may activate this ability as an Encounter Start action during the Encounter Start phase of an encounter. If you do, you do not pay the RP or initial mana cost.

Upkeep: You must pay 2 mana at the start of your turn or the effect ends at the end of that turn.