Are these Fighter, Rogue, and Cleric designs balanced for a simple RPG?

Fighter

He specializes in Melee Combat. A front-liner, the Fighter is the toughest and strongest of the classes. He doesn't know any real magic.

Armor: 5

Attack: D12, adjacent only for Long Sword

Strength: D12

Dexterity: D10

Intelligence: D8

Hit Points: 12

Move: 2 + D6

Rogue

A nimble warrior trained in the arts of stealth and traps.

Armor: 3

Attack: D10, Adjacent Only for Short Sword. D8, any for Short Bow.

Strength: D10

Dexterity: D12

Intelligence: D8

Hit Points: 8

Move: 2 + D6

Stealth

Any character may attempt to Sneak, but the Rogue automatically gets a re-roll if he fails his first attempt to Sneak each turn. His move is reduced to just D6 while in Stealth Mode.

Back Stab

The Rogue does double damage when attacking while in Stealth Mode.

Set/Disarm Trap

Only the Rogue may set or disarm traps.

Cleric

The Cleric gets their power from the Divine Being. If their alignment changes from Good, they lose access to all Divine spells.

Armor: 3

Attack: D10, Adjacent Only for Hammer

Strength: D10

Dexterity: D10

Intelligence: D10

Hit Points: 8

Move: 1 + D6

Divine Abilities

Cure (x4)

The Cleric may cure an ally for 4 HP worth of damage.

Divine Shield (x1)

Makes the Cleric invincible for the next 3 rounds.

Divine Might (x1)

Sets Cleric's Strength and Attack to D20 for the next 3 rounds.

Sacred Flame (x2)

Deals D3 fire damage to a target creature. That creature can't regenerate this turn.

Slay Undead (x2)

Destroys D4 undead creatures in sight radius.

Holy Hammer (x1)

Makes a ranged hammer attack each turn for the next 3 turns. Deals +1 Holy Damage per attack.

Raise (x1)

Resurrect a single ally from the dead with half max HP.

Updates
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Mage

He specializes in Arcane Arts. He prefers to stay in the rear of the party.

Armor: 2

Attack: D8, adjacent only for Quarterstaff

Strength: D8

Dexterity: D10

Intelligence: D12

Hit Points: 6

Move: 1 + D6

Arcane Magic

Fire Bolt (x4)

Deals D4 damage to a single target. That creature can't regenerate this turn.

Ice Orb (x2)

Deals D3 damage to a single target. Skip that target's next turn.

Lightning Bolt (x2)

Deals D4 damage to all enemies in a straight line.

Updates
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Mage Armor
Raises a single target ally's armor to 7 for the next 3 rounds.

Invisibility (x1)
Target ally becomes invisible until their next hostile action is performed.

Teleport (x1)
The Mage teleports to any space within line of sight, or any space in the world he's familiar with.

Haste (x1)
Target ally takes 2 actions per turn for the next 5 turns.

Are these Fighter, Rogue, and Cleric designs balanced for a simple RPG?
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