Imperious Glare

Spell Compendium (Sc)Updated Supplementals (3.5)

Imperious Glare is a D&D 3.5 spell (Necromancy) from Sc. On class lists for Sorcerer (Level 6), Wizard (Level 6), Abjurer Variant (Level 6), and others. Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: Will negates (see text); Duration: 1 round/level; Casting time: 1 standard action.

School
Necromancy
Casting Time
1 standard action
Components
S
Range
Close (25 ft. + 5 ft./2 levels)
Target
One living creature/caster level within 30 ft. of each other
Duration
1 round/level
Saving Throw
Will negates (see text)
Spell Resistance
Yes

You regard your foes with a steely glare that would peel paint from a wagon. Motes of dark energy dance before your eyes and they, to a body, freeze in fear.

The targets must make successful Will saves or cower. The saving throw DC to resist this effect is either the normal save DC for the spell or the save DC for your natural frightful presence ability, whichever is higher. You cannot cast this spell if you do not have a frightful presence ability, either natural or magically bestowed (such as from the aura of terror spell, for example).