That's it, yeah. Haunted is the manikin one, wild hunt the sacred killer, probably a couple others I'm forgetting. Nature and nature crosspaths actually have a lot of really nice globals besides the normal Mother Oak/Gift of Health, they just don't seem to get used all that much. I'd actually consider wild hunt almost a straight counter to reanimation nations -- killing off 3-4 priests a turn does pretty terrible things to nations reliant on H casters for something or another, and they're bloody hard to stop in D4.
As to cast and retreat, basically anything that's battlefield wide and a single turn effect -- earthquake, mass enslave, solar brilliance, etc., etc., etc. Most of the lingering stuff will cut off once the caster retreats. Bonus points if they don't have a means of healing affliction and the spell causes them (plague, solar brilliance again, and so on). You can do it earlier with non-battlefield wide stuff, it's just riskier and generally not as effective.
And yeah, horror marking in general is kinda' iffy, especially compared to disease and whatnot. The flip side to that is that disease and afflictions can be, well, countered. Horror marks and seeds are pretty much forever, and you can't really get rid of them short of getting the afflicted killed off. Also blood tends to be really nice for just spewing those kinds of things all over the place -- leprosy may be 20 times better, but a blood nation may just be able to cast horror seed 20 times more than they can cast leprosy
S'all about access and what the target can manage, basically.