Alright, first of all, I like it! Here's what I would suggest:
- The alignment moves feel a little too ambiguous or extreme. I'd reword them a little to be a little less arcane. For example, Good could be "When an ally follows you advice to act selflessly".
- For the human racial move, is it ongoing or forward?
- I'd copy the Familiar mind link skill after the druid's shapechange. Make a roll+wis, partial hit keep 1, full hit keep 3. Spend 1 to make one of the animal moves.
- I'd reword the bewitchment to include the phrase "When you lay a curse on someone, roll+Wis". I think the effect of a curse are better implied than those of "bewitchments", and thus necessitate less GM advocacy.
- For Sage Altar, I'd make it "10+ you gain 3 charms, 7-9, you gain 2, 6-, you gain 1 charm and attract the attention of something nasty". I would also switch counter spell for "Charm Weaver" or something like that, which would boost any number of charms gained by one. Wouldn't be too worried about how powerful or how penalized they are, given that it's pretty easy to recover them.
- Finally, for Scry, I'd suggest modeling it after the Apocalypse World's Savvyhead's repair move. It works, but the GM sets 1-4 conditions from a list (It takes X amount of time, will require a piece of the target, additional ingredients and so on)