Dirge of Ceresa is a spell that requires you to have taken a specific faction trait, and Contagion requires you to have both Death and Water magic at a high level. It isn't unreasonable that these spells are powerful - you have to sacrifice a customization slot that could gain you something more generally useful (Dirge of Ceresa) or you have to sink multiple level-ups into developing two schools of magic on one hero. Somewhat ironically, Ceresa is one of the sovereigns most likely to be able to cast Contagion, since she starts with Death II and Water I, and I have rarely, if ever, seen both Death and Water magic on a recruitable hero (though this may just be due to chance).
Why do I say that getting Dirge of Ceresa causes you to sacrifice a specialization slot that could have been for something more generally useful? Well, if you take Ceresa's spellbook, then all the heroes you have should either be developed into Death mages to take advantage of all the Death Shards you should be making with Corruption, or they should be developed into melee or ranged combatants or governors (though I personally don't believe that Path of the Governor is generally worth taking, since it causes you to stop leveling that hero if you want to actually make use of most of the bonuses from that path), since non-Death magic is going to be severely weakened by the lack of non-Death Shards found within your kingdom (if you can get enough level 4 and 5 conclaves, you can also include Fire and Water magic users among your caster-type champions, since level 4 conclaves give you a fire shard-like building and level 5 conclaves give you a water shard-like building, if I remember correctly).
Maybe they annihilate the battlefield, but then so do many of the other high-end direct damage spells, and so do some spells that can be acquired as random loot scrolls in a monster lair or treasure site (namely, Despair Scrolls). You also need to be playing as one of the Empires in order to use either of these spells, and the Empires need to have the ability to end a battle quickly, because they have no real healing spells available to them (unless you take Betrayers, which allows you to recruit opposite-alignment champions and potentially get a Life mage; or convince a Kingdom sovereign to surrender to you, since most of them have Life magic), so damage to their troops and champions is much worse than it is for Kingdoms, which can heal during the battle and have the ability to accelerate healing after the battle.
Blind, in its present state, is bad because of what Parrotmath endured, but I certainly don't want to see a short duration on the spell (10 turns might be acceptable, but certainly not the three turns that was suggested earlier - you'd end up with a caster who does nothing but waste your mana at that point, trying to keep enemies blinded long enough that the spell was worth casting). A duration that depends on the caster level, or a duration based on the caster's spell mastery, or a chance each turn to remove the effect by passing a spell resistance check would all be better than a fixed duration, in my view.
I think that magic in this game is generally too divorced from the caster, and I would like to see some mechanic somewhere which actually rewards me for really pushing up my spell mastery, or which gives me a reason to want more than about 50 spell resistance on a unit/champion (granted, the Dark Sorcerer gives me a reason for this, but he usually beats anything you can throw at him into a bloody pulp regardless of how much spell resistance you have).
At GFireflyE: that sounds like a really boring battle. I think I would have sooner let the opposition take the city than actually fight that out.