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Heavens - I'm not a big fan of this lore, but it can do a serious number on flyer units.
Fire - Good spells are Fireball, Burning Head, Flame Storm. Piercing Bolts of Burning /would/ be good if it wasn't so easy to dodge. Excels in clearing out infantry, and fireball is great for sniping that low-health lord that's running away from being killed.
Light - Good spells are Shem's Burning Gaze (situational, but kinda like fireball except multiple weaker shots so less likely to be completely dodged, but also not fire damage), Net of Amyntok (pin them in place so you can catch them, get away from them, or shoot them), and Banishment (aoe infantry clearing).
They no longer get Heavens, they get High instead. High is also good for dino armies, as it also has some healing, but it's not as good as life imo.
Heavens you can get it with the skink and it's my fovourite lore. Chain Lightning is pretty good, but if you can get Comet of Casandora on an enemy blob it can be almost as good as one of Ikit's nukes.
Fire is pretty good, and against early skaven armies is the most devastating, but later when you start fighting against high armor units it losses effectivness.
Imo light is better for range heavy armies, but it can still be very useful, Net of Amyntok + Banishment is very deadly against infantry (but very expensive in wom too).
Fire is the most efficient lore in conquering walled settlements.....you can either heal the damage out or just kill it with fire; literally. I barely play with heal magic (exception: High magic). The only faction, that it's worthless against is *drum-roll* lizards for their spread formations.
But we all play the way we like it :P