Class I put together over an evening, so probably very rough around the edges. The general idea was for a proper nature mage – I like Druids, but since DW’s focuses so heavily on the animal aspect of it, I figured the earth and its spirits needed some more love.
Comments and critique would be very appreciated!
https://drive.google.com/file/d/0B3e0gs7p9XMoZ3JYNUNxS2Mya0U/view?usp=sharing
My take on Geomancy
https://docs.google.com/document/d/1Tg-o3aiddaGTm35Ynl-zpnYlmr7tamCxISNTGJhsNAA/edit?usp=docslist_api
It’s a cool idea. Right now the way to get a caster-oriented Druid is by picking up Cleric spells via the Ranger’s God Amongst the Wastes move.
A lot of your effects are vague. I’m having a hard time understanding what it is they are supposed to do, and many seem redundant. Check out the Lantern from Inverse World, and think of that as a “light mage”.
(Or Class Warfare. It even has Plants and Animals as Spell Domains)
Like what Peter Johansen said, your moves are vague. While this may seem like a great way to keep things open for the players and GM in reality this usually ends up being a headache for the GM once the player starts pushing. With Rally the Ground I could ask for an earthquake to bring down an entire city or maybe for a volcano to form in the town square. Essence Draw sounds neat but there is a lot of openness in terms of interpretation. Do something heroic? According to who? Things like that need to be tightened up.
Your other two starter moves seem fine to me.
Your dwarven racial can be another op move since it’s so open to interpretation.
Yeah, I think I erred way too far on the side of free-form with this one. I’ll have to tighten up the particulars some, but I think it’s going to be difficult to nail down while maintaining what I was trying to go for. Back to the drawing board isn’t always a bad thing, though. Thanks for the feedback.
Currently kicking around these changes to the basics:
Rally the Ground success: Describe how the land reacts to your call; +1 ongoing when acting on this.
Essence Draw: When you voluntarily put yourself in danger, take +1 forward.