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So if you ARE specializating on the school it is a good feat
Notably good on spells that unlock something on later lvl, like being caster lvl 9 and getting it for Scorching Ray to get 3 rays 2 lvls early. Or same for Hellfire Ray. Or to get more damage on Fireball early.
Another use is to increase duration on buffs, or some people use it (with other things) for round/lvl buffs to get it to 5 minute and then get it to 24hrs with Enduring Spells.
Also works for DC save of Nenio Phantasmal Killer considering it doesnt have a round duration(my bad mixed them) but you can do with certain spells as long as they aren't time based
Phantasmal Killer also does not have damage scaling on failed save so only way it interacts is by increassing Spell Penetration.
I mean the CL on spells would normally affect duration or something considering PK is a Instant spell it has to go somewhere right ?
Considering i made a Nenio focused build on PK and weird last week it did gave her 2 DC increased not that it would make much difference on bosses on core but it was pretty fun one shotting almost everything
Would be but i picked Specialization and the final levels exactly because i didn't have much else to pick and it did i mean it is some nice +4 DC but far from being that great killer against enemies with good Will
So it can go nowhere.
As such spell specialization (phantasmal killer) will only help your checks to overcome the target's SR (if it has any). It does not make the Will and Fort saves more difficult.
It's actually a great pick early for Evokers since there are a TON of spells that get either bonus damage dice from CL or extra Rays from CL. There's even some buffs that it can end up helping like Shield of Faith and Barkskin. And Spell Spec lets you choose a new spell every time you level so you can constantly shift it to useful things when you outgrow previous spells.
Eventually, it will probably settle either on one of the Dispel Magics, Dismissal, or something else whose dice isn't capped by level like Chain Lightning (it says it's capped at 20d6; it lies).
You would only get more duration, which is already a lot (they are 1 minute/level spells, if it was per round I would see some use, but minute is already stupidly long). That said if you want conjuration, you can use pits, you would get more rounds, for low level conjurers it's great for CC.