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Maybe we should do a poll?
Summoning is definitely the best. Phoenix, Phantom, Elementals, Hornets. A serious school with practically no weaknesses and relevant at all stages of the game.
In second place, as a single-player enthusiast, I can't help but highlight Darkness. Mind spells are the strongest weapon against the AI and quite powerful against human players. Especially if you have Sandro's cloak. The downside: there are more relevant schools at the beginning of the game.
In third place is Light, which wonderfully enhances the player's advantages on the battlefield. It's unlikely you can win a hopeless battle with it, but if you already have some advantages... It's mainly relevant towards the end of the game, which is also a downside compared to Summoning.
In fourth place is Chaos. The most difficult school, as it loses relevance in a prolonged game and has many opportunities to fail or deal reduced damage. However, it is relevant at the beginning of the game, as it helps in dealing with not-so-strong neutral creatures. In essence, Chaos (in my opinion) makes sense to take only for Necromancers (and even then, not always) or with the intention of a fast game (but then you need to go all-out to visit the opponent as early as possible).
Summoning is definitely the best. Phoenix, Phantom, Elementals, Hornets. A serious school with practically no weaknesses and relevant at all stages of the game.
In second place, as a single-player enthusiast, I can't help but highlight Darkness. Mind spells are the strongest weapon against the AI and quite powerful against human players. Especially if you have Sandro's cloak. The downside: there are more relevant schools at the beginning of the game.
In third place is Light, which wonderfully enhances the player's advantages on the battlefield. It's unlikely you can win a hopeless battle with it, but if you already have some advantages... It's mainly relevant towards the end of the game, which is also a downside compared to Summoning.
In fourth place is Chaos. The most difficult school, as it loses relevance in a prolonged game and has many opportunities to fail or deal reduced damage. However, it is relevant at the beginning of the game, as it helps in dealing with not-so-strong neutral creatures. In essence, Chaos (in my opinion) makes sense to take only for Necromancers (and even then, not always) or with the intention of a fast game (but then you need to go all-out to visit the opponent as early as possible).