Right, but the thing is that the cleric always has the chance of losing their spell to prevent spamming. The bard only seems to have the vague threat of 'unwanted attention.' Am I the only one who sees that as a potential problem?
Most of us thought that sort of thing might be a problem the first time we saw it. But if you play by the GM principles, it turns out to be fine. Make their lives be full of adventure.
First off, PCs don't have *that* many hit points, and if they do manage to recover most of them between fights (which they probably won't), it's not the end of the world. The rules are pretty generous about ordinary "i rest and recover hit points" healing, and so if the characters are somewhere safe with no time pressure, they can heal to full pretty quickly even without magic.
Second, if they're anywhere dangerous at all, the first time you "attract unwanted attention" pretty much puts an end to it.
Third, even if they're somewhere pretty safe, there's still lots of bad things that could crop up. Start an encounter, like Maleficum suggested. Also, remember that on a failure (6-) you just get to make a GM move. *ANY* GM move. Time passes elsewhere and the evil ritual approaches completion. Whoops, night is falling fast, are you going to stay out in the open here? Whoops, magical side-effect makes you grow hair like Teen Wolf. Whoops, the God of Magic likes your playing, and now he wants you to do something.
There's a mindset you have to cultivate as a DW GM, where you have to be ready to make the plot move along. The players can stop and diddle around and search everything and heal everything and be super-paranoid, but every time they roll the dice they risk a failure which means something unexpected happens. Probably something bad.