I would probably make the mountains, followed by a compute terrain, and in the surface layer section further down, use displacement intersection. The patch size of compute terrain determines how big the snow fields will be. I like to make the patch size maybe 100-150 sometimes for really big fields. But below the compute terrain, before the surface layer with the displacement intersection, you can add some fractal (as child of another surface shader for instance for some control over altitude at which you want these spikes) and displace the terrain up (vertical). Where the next surface layer intersects, the snow fields will remain smooth, but the 'rocky' areas keep those spikes.
For good smooth snow, forget about the fractal warp that is there by default (it will distort and roughen the snow).
Welcome to the forum, btw.