Copied and pasted from a message from Jake Bollig about this topic.
So far from my personal experience, the ability for Divine magic to overcome the ill effects of wounds and dying is too powerful. We have been monitoring this heavily this year but it has been on the radar for a while. In the version 1.3.1 update of the rules, the power was increased but it did open up some new combos. Jake's angle looks at this not so much as just the divine magic but how other skills can modify it and create new situations.
Shana, you have some great input for us to consider but your idea that we have to look at the base spells and mana costs (the amount of mana a cleric with no mana reserves has) is both correct and incorrect... it is correct because we have to see what a base divine spellcaster can do, but we also must look at what a decked out spellcaster can do.
If something is balanced at the base level it has a chance to become overpowered when upgraded.
If something is balanced at the upgraded level it has a chance to become too difficult for the base level casters.
Also, a caster that only has ranks in magic but not mana will reflect exactly this; their aptitude for manipulating spells is high, but their ability to control mana or store it is very low... meaning that while their spells may be powerful, their ability to cast is very limited as they run out of mana. Similar to how a warrior can branch out into multiple combat skills to be well rounded or pump exp into Toughness to be able to last the fight. There are lots of ways to branch out your characters focus and skills.
I have no objection to clerics being powerful, but I have objections to clerics being powerful and being unbalanced... I don't want to see divine magic nerfed so bad it is not usable but in a world were magic is NOT supposed to be the end-all-be-all the current systems we have for arcane and divine magic make it a staple in everyday life. To some degree I am ok with this, but I've been paying attention to how magic influences both the game and combat for almost 4 years now. We are close, but some tweaks are due.
These are some of my proposed changes to primarily Divine Magic but also tweaks to magic in general.
1) This is more of a version 1.4 change but I'll throw it in here, but the 3 level magic system exp prices will be modified slightly. Instead of 5/10/15 I believe we are going to a 10/10/10 system, making it still cost 30 exp to max out magic of one school but it also makes buying into it more expensive for cross-classing. We have seen a good string of new players/characters taking magic "just cause" and really, being able to cast magic should be a difficult or intensive process.
2) Regenerate could change to one of three systems...
Idea #1: Regenerate times match Healer times, giving the spell the ability to heal wounds but matching the aid and rest times of a healer. This would slow down the use of the spell quite a bit, but still keep the full functionality of the divine spells.
Idea #2: This one is by far my favorite, but the Regenerate spell could change to no longer heal treated wounds, but it would instead allow a divine caster to downgrade a treated mortal wound to a treated light wound. The "healing" quality of the spell would still take place, but instead of removing wounds altogether it would alleviate the horrible effects of a mortal wound. The treated wounds would still be there (thus requiring attention of a healer) but it would make it easier to tend to them and players with the wounds would get their limbs back to walk, fight, etc.
Idea #3: We keep the system similar to what we have now, but add in a random element... a coin flip. Say you cast Regen on someone's treated arm wound. You spend the mana, apply the beads, and then you have to focus on each wound. After 1 minute, flip a coin... heads you win, the healing takes place. Tails you lose, the healing takes longer and another minute is added. This continues until you give up or heal the wounds. So instead of knowing it will take 1 minute to regen the wound, it would take at least 1 minute plus an unknown number of minutes. Light wounds could require 1 successful flip to heal, Mortal wounds could require 2 successful flips. I did a system like this in another game (the airsoft military simulation events that I do) and the mechanic was used as a "crash card". You had to flip to see if the patient was Stabile or if they Crashed. If they crashed, you needed to do mock CPR or zap them with a defib prop and then flip the card again... you kept going until they finally stabilized or you gave up. It added a bit of intensity to it and was fun.
3) Protection should change to a second level spell, or be modified so that the Protection spell can be cast on yourself at Level 1, then to others at Level 2. It wouldn't change much, but it would require someone to be a bit more devoted to their divine studies in order to protect others with blessings. This would modify the spell to Protection (1 bead only on self), Improved Protection (1 bead on self or others), and Greater Protection (2 beads on self).
4) Cleanse will probably change to 1 minute PER CLEANSE RATING instead of just 1 minute. This was discussed with the last update, but we forgot to finalize it and bring it in... or potentially 1 minute for every 2 mana or something. Balancing needs to be checked.
5) Similar to cleanse, Rejuvanate will probably change to 1 minute PER HIT BEING RECOVERED. Example, cast 3 mana and hover hands for 3 minutes, 3 hits come back. That, or potentially make it 2 mana per hit but it comes back in 1 minute... or an option to do either. I am in favor of 1 mana per hit per minute thing option, or just reword it so that it is 1 mana and recovers 1 hit after a minute... then it is up to the player to cast it multiple times or not.
6) Change revive to be much more costly for mana and/or time, as 3 mana and 1 minute is WAY underpowered to bring someone back from Dying. Dying should be just that... you are dying, you are at deaths door and well on your way to full death and a cleric is able to bring you back from it. Due to Revive + First Aid/Divine Aid or Revive + Rage combos, it needs to be a heftier price. Ideas... Revive is more mana and more time, similar to that of a Healer, or it is cheap and quick but it exhausts the cleric afterwards for a certain amount of time. This is also a great spell where we can use the coin flip/crash card mechanic... cast Revive, after the minute, flip the coin... heads, they are brought back. Tails, they are still dying. I think the variable time would make for an intense moment.

7) Stabilize should change to 1 minute of role play... I honestly am not sure how I convince anyone 15 seconds was a good idea, but it is way too short. Possibly a modified version of the spell to allow more mana for an instant stabilize?
8) Tweak Flare to be cast at night, but require white glowsticks. Tweak Divine Wrath to require white glowsticks in hand.
9) Greater rules enforcement of Divine Aid, as to date I have only seen 1 player with the correct ribbons to actually do this spell.
10) Possibly branch Mana Transfer into Mana Transfer (50% of mana transfers to recipient) and Greater Mana Transfer (100% transfers to recipient). I commend the "meditating syndar super charger" idea from Old World this year, the players got creative with the use of this and I thought it was great... it just very easily allowed a VERY poweful "mana battery" to be created. This effect isn't unrealistic given how we do "chain spells" and rituals, but it shouldn't be quite as easy as it is at the moment. A possible recharge or exhaustion timer could be added, but I think requiring 1 minute for every 5 mana to be transfered is fair and doesn't kill this effect too much. We will need to crunch some numbers on this.
11) Possibly a new look at Divine casting and how it is done... Arcane magic is going to require cyphers and fun stuff to learn to "do" magic, divine will be the same... but since they are so different, what can we do? Well, Divine magic is about channeling mana into a manifestation of the faith of your diety, so we may be going to a system that requires a certain number of chants/prayers/holy sayings in order to be cast. I have personally witnessed a lot of "silent casting" taking place for Divine magic, and although it is not against the rules it does not fit the role play that I would expect from something like this. Other games have a "word minimum" for spells, requiring players to incant a phrase or saying that is X number of words long. I'd like to find a happy medium that shows more role play, as clerics call down their dieties favors.
These are all the ideas I have had so far... feel free to post any replies or ideas, expansions or whatever on these. I really like the "coin flip" mechanic and think it would be a great addition to a number of spells that is easy to implement... we could call them focus coins and style them after each school of magic, and they represent your casting ability to focus magical energies to reach a desired effect. What are your thoughts?