Aspho is really easy to beat though. Hell, you really only have to keep them from expanding, and they'll burn out, even with growth scales.
"Only have to keep them from expanding" is how you stop... pretty much everyone
So far as aspho goes, though, so long as they've got that 8 nature income (well, and nothing's killing their reanimators), they're still growing. Despite everything, they're still largely a gem nation, not a gold one, and their chaff hordes are dependent on their centaurs, not their provinces. They don't really take growth for the gold, they take it to make their A spam better. They don't actually need that much space to be really painful to deal with, just time to build up the centaurs. And once that happens you're dealing with sceleria levels of chaff, with somewhat less numbers but much,
much better units.
... also it's something of a bastard
to stop them from expanding if they really want to. Remember, they've got bucketloads of stealth. If they want to bypass your blockade and go nabbing provinces on the other side of the map, they kiiiiinda' can.
As for your questions, SC, blessed thug life is pretty much entirely viable for lemuria. It's... honestly one of the few things they're actually
good at -- consuls are freaking
amazing for their cost and research, and being the sort of nation it is you're probably tanking your scales (except magic and luck, at least) into the ground anyway, so a double or triple bless is easy to nab up. Consuls are brutal for early expansion, though -- they can easily solo most indie provinces
without a bless, nevermind with one.
Blood magic does effect mages. It... should be in the manual, actually. Have forgotten exactly what it does at the moment, though. Probably strength, maybe age mitigation. And it definitely gives you some undead/demon command, though iirc not as much as death levels do.
Turmoil/luck is definitely less gold effective than order 3 (and also less gold effective than order/luck, heh, since there's some serious gold gain events when you've got order scales), though I do forget the calculations. It's pretty alright with getting
other things, though -- gems, items, mages of various sorts, etc. Just don't take turmoil 3. Never take turmoil 3.
E: Oh, and plague is... not very devastating. It doesn't really do much for the battle itself, it just diseases a bunch of stuff and makes the afterbattle more of a hassle. Good for harassment and attrition, less good for winning a fight directly. Cast and retreat is effective enough for neutering armies, though, especially if you can get A2 from somewhere and give your plague casters flight boots. I'd rather have my S3 grand lemurs palling around with a buncha' bane venom charm carrying black servants or somethin', m'self