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In all honesty, I think it should depend on what your expectations are for your magic. Do you expect it to do damage? To buff your troops? Or to debuff enemies? Lore of shadows can do all of those, lore of death is really mostly there for damage, lore of fire for buffing and lore of metal for debuffing and some damage.
If I do really pick my preference
something that will help me in choke point offense in siege battle
something that can snipe enemy's key asset (Lord, hero, monsters, elite units, artillery kind of stuffs)
or something that can restore units vigor by substantial amount
I'm not sure there's any spells that restore vigour off the top of my head, as it's not something I keep track of.
for chokepoint I am referring to breaking through the choke point in siege battle. So something more in the line of big Kaboom to force a gap to pour through my attacking units.
Another potentially useful one for breakthrough purposes would be Death - Aspect of the Dreadknight gives a unit the ability to cause terror for a while, which means any enemy near them that falls to wavering morale will immediately rout. And Death also has a hex that puts a big leadership penalty on enemies. (This of course doesn't work against defender units that are immune to psychology or have terror themselves.)
The fire spells might seem like the way to go but the bombardments dont do that much damage and the vortex spells meander all over the place and usually just end up wandering off to the middle of nowhere or tearing through your own troops.
Shadow: Pit of Shades into the middle of an enemy blob, and Okram's Mindrazor for buffing your troops. The Lore of Shadow skill, Cloak and Mirrors or something, gives a speed boost army-wide.
Fire: Fireball is decent for sniping down, but can miss, (the exploding effect when it lands does more damage than the damage from contact). Piercing Bolts of Burning does some nice damage vs. blobs, and Flaming Sword of Rhuin is your go-to buff spell. The Lore of Fire skill, Kindleflame or something, synergizes well with any unit that does Fire Melee Attack.
Death: The most beginner friendly and reliable. Spirit Leech for single unit models, (Lords, Heroes, single / low count monstrous units), while Fate of Bjuna for the rest. It's just point and click. The Lore of Death skill even allows for quicker Winds of Magic recharge, so that's a bonus.
Metal: Nicely buffed recently. Searing Doom and Final Transmutation can wreck enemy blobs, while Transmutation of Lead is a good debuff spell. Using Plague of Rust on heavily armored units will help your non-AP units deal more damage, especially when overcast.
other than that fire sorc because so many unit take extra from fire damage ie: anything with regen , vamps , woodelfs , trolls , but yea metal