I'm basing my opinion on the fact that all sorcery picks got nice battlefield (killing) spells in Dom2. In addition to killy battlefield spells they also got nice support spells like Mass Protection/Regeneration, Relief and so on (not taking the time to list all the good stuff).
Astral: Mind Burn, Soul Slay, Astral fires (ouch), Star Fires (even though nerfed), Stellar Cascades, Nether Bolt/Darts (1astral,1death)
Death: Shadow Bolt/Ball (double ouch), Disintegration
Nature: Breath of Dragon, Poison Cloud, Sleep Cloud, Stream of Life, (Tangle Vines/Wild Growth even though they don't technically kill anything)
In other words, all sorcery paths got nice battlefield spells but are quite a bit more powerful than the elemental stuff outside battle. Nature and Death got some nice thingies in Conjuration and Enchantment while Astral guys generally like to research Thaumaturgy. Sure elemental magic got summons and such but for example Fire magic isn't all that hot (pardon the pun) outside battle.
EDIT: Totally forgot Blood

. Okay, Blood doesn't have too many but things like Hellfire, Harm or Hellbind Heart can have some battlefield applications (to tell you the truth I've only used Hellbind Heart regularly). Sadly with the reduced blood slave income (no more scout/priest hordes) I can't see people using too many Blood battlefield spells in Dom2.
[ December 21, 2003, 03:44: Message edited by: Windreaper ]