Here's another class! Inspired by some random chat on the irc a while ago. Again, not sure on how balanced it is. It shouldn't be completely broken, though.
Basically, it's halfway between an anorithil and a summoner. They use equilibrium and positive energy. This is explained away by them thinking that they are in league with nature, when they're really just using it for their own ends.

It still probably needs a locked level 10 tree like summoner does.
I'm also open to suggestions for better names. And all other suggestions, really.
Edit: If someone wants to help me with good tiles for graphical mode, that would be nice.

Existing Trees: Sun, Light, Call of the Wild, Survival.
New Trees:
Luminous Mold - Willpower
Luminous Mold: Summon a mold that can split itself to attack your enemies. The mold has XX dexterity and can use blinding spores at talent level XX.
At level 3, your molds can split one additional time.
At level 5, your molds also get 25%% chance to blind with their melee attacks.
Mold Resilience: Your luminous molds now have XX constitution and XX% light resistance. They also have their summon duration extended to X turns,
At level 3, your molds can split one additional time.
At level 5, your molds learn healing light at talent level 1.
Mold Prism:Kill all molds in a radius of XX, causing them to fire a beam of light at a target of your choice. The beam's damage will scale with the mold's magic and the mold's positive energy.
Your molds also get XX magic.
At level 3, your molds can split one additional time.
At level 5, your molds learn searing light at talent level 1.
Shambling Mold: Draw several molds together into a large, shambling creature. It's total life will be XX%% of the sum of the mold's that it was created from, and its basic stats will be that of a basic mold, increased by XX%% per mold used to create it. It will know any talents the molds knew, as well as chant of light at talent level XX, and XX talent levels in random talents from the grappling tree.
Every turn you will transmit energy to the mold as a beam of light, costing 1 positive energy per space. When it dies, it will cast new dawn at talent level XX centered on itself.
Your molds also get XX strength.
At level 3, your molds can split one additional time.
At level 5, your molds learn glyph of explosions at talent level 1.
Brilliant Forest - Willpower
Luminous Glade: Grow a glade of luminous trees in a radius of 3 around you. Each space will have a 60% chance to grow a tree, up to a maximum of XX trees. They will have XX magic and XX constitution. These trees will last for XX turns and know searing light at talent level XX.
Some of your searing light talent levels will be transfered to these trees, and is included in the above value.
Blinding Grove: Grow a grove of blinding trees in a radius of 3. Each space will have a 60% chance to grow a tree, up to XX trees. They will have XX magic, XX constitution, and XX% light resistance. These trees will last for XX turns and know sun flare at talent level XX.
Some of your sun flare talent levels will be transfered to these trees, and is included in the above value.
Burning Wood: Grow burning trees in a line up to XX long. They will have XX magic, XX constitution, and XX% fire resistance. These trees will last for XX turns and know firebeam at talent level XX.
Some of your firebeam talent levels will be transfered to these trees, and is included in the above value.
Gleaming Forest: Grow a forest of gleaming trees in a radius of XX around you. Each space will have a XX% chance to grow a tree, up to a maximum of XX trees. They will have XX magic and XX constitution. These trees will last for XX turns and know sunburst at talent level XX.
Some of your sunburst talent levels will be transfered to these trees, and is included in the above value.
Marching Wood - Willpower
Bush Guardian: Summon a bush guardian in an adjacent space. This creature of wood will have XX strength, XX dexterity, and XX constitution. It will last for 5 turns.
Bush guardians move with a speed of XX%%, and can only move into lit spaces.
At talent level 4, they learn the rush talent at level 1.
Entangling Vines: Target a bush guardian, causing entangling vines to erupt from it in a radius of 2, doing XX damage and pinning for 5 turns. For XX turns, the guardian's melee attacks will also gain XX nature damage and a 25% chance to pin for 3 turns. They will also learn constrict up to level XX.
Using this talent extends the guardian's summon time by 10 turns, up to a maximum of 30.
Poisonous Thorns: Target a bush guardian, causing poisonous thorns to erupt from it in a radius of 2, doing XX poison damage over 5 turns. For XX turns, the guardian's melee attacks will also gain XX poison damage. They will also learn poisonous bite up to level XX.
Using this talent extends the guardian's summon time by 10 turns, up to a maximum of 30.
Sleeping Pollen: Target a bush guardian, causing sleeping pollen to erupt from it in a radius of 2, putting targets to sleep for 5 turns. The duration of the sleep effect will be reduced every time they take XX damage. The guardian will continue to spread pollen in a radius of 1 for XX turns, putting targets to sleep for 3 turns. They will also learn stun up to level XX.
Using this talent extends the guardian's summon time by 10 turns, up to a maximum of 30.
Guidance - Magic
New Dawn: Share the light of dawn in a radius of XX. Splits XX% of your positive energy among all allies, and deals XX light damage to your enemies. You will be left with XX% of your original positive energy.
Stolen Light: Draw light towards yourself in a radius of XX, removing all positive energy from your allies, gaining XX% of that energy, and dealing XX darkness damage to your enemies.
Power of Unity: Unite your allies within a radius of XX. Each ally has their fire, light, and nature damage increased by XX% and resisted by XX% for every ally united. Physical, Mental, and Spell power is increased by XX for every ally united, and armour is increased by XX for every ally united. The duration of the effect increases with the number of allies.
Call to Action: Call your allies within a radius of XX to action, resetting the cooldown of up to XX of their talents. If there is an enemy on the space you target, then all allies affected will set their target to that enemy.