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Amulet of Domination
Command <type> M Levels for D seconds
Makes the target fight for you and follow you for D seconds, where M stands for the target's level. These are actually two separate effects: Command Creature will work on all non-undead, non-Daedra, non-mechanical creatures. Command Humanoid will work on all humanoid NPCs. The afflicted will behave much like a summoned creature. They will ignore your presence, engage hostiles, and turn hostile if you hit them 3 times.
- Commanded creatures are ripe for some back stabbing. Just command the creature, deal your stealth hits, and command it again.
- Command Humanoid is a good means of bringing NPCs into a different location, as they will follow you, even to different cells, as long as the effect is active. You can use this to lure vendors out of their shops and loot the place, lure intended murder victims away from any potential witnesses, or bring non-freeable Slaves into a location where you CAN free slaves, and free them there.
- Command spells are also good to just bring service providers to somewhere more convenient. Want to have your own Guild Guide? Just Command one of them and bring them to your house. (The destination from the other Guild Guides will stay the same, but it allows you to instantly transport yourself to any of the Mages Guild cities right from your house.) Want a merchant or enchanter or spellmaker or whatever nearby? This works on them as well. Just be careful - Commanded people brought to different cells have been known to occasionally disappear if you leave them alone too long. If you lose somebody, don't panic. First, check their default location. If that doesn't work, take a trip to the Daedric shrine of Assarnatamat. They are sometimes found wandering outside. Nobody knows quite why, but the prevailing theory is that it's literally the center of the world, at coordinates (0,0).
- Command spells should never be used in conjunction with using the services of transportation NPCs or trainers. If the spell is still active while you travel/train, the NPC may permanently vanish. If you plan on relocating a trainer/transportation NPC, refrain from using their services until you're positive that the spell is no longer in effect.
- Command spells that have become permanent can be broken whenever you wish. The following method is recommended for leaving your Commanded targets in a very specific location: teleport away from your target and out of the cell. Wait three days and return. The spell is no longer in effect.
- Commanded targets that respawn (like no-name guards) won't remain where you left them, once the respawn is initiated.
- Dagoth Ur and Vivec can be Commanded with 100 magnitude (you'll need at least two or three seconds.) It's unlikely that the average player will have a spell this powerful.(Use Command Creature for Vivec, Command Humanoid for Dagoth Ur.) If you want Vivec to relocate, start a fight or Frenzy him first. Get him near the doorway (Calm him first if you want to) and use Command Creature. Exit the cell immediately, because you won't have any time to make sure the spell's active. Repeat until he is outside. You can't Command Vivec permanently, so you'll have to Frenzy him or start a fight. Lead him all the way to your desired location. It is recommended that you lead him on a course free of named NPCs, because he's a creature. Anyone brave enough to fight him (like guards) will die. Dagoth Ur is too tall to effectively leave his residence. Without mods or console commands, he isn't going anywhere.
- Even a low-duration Command spell can be effective at breaking up large groups of enemies when cast from stealth or long distance. Enemies that turn against each other will continue fighting even after the spell wears off, provided you don't present yourself as a new target. This strategy can be useful in the early game when the casting cost is prohibitive.
- Command spells can become permanent on your target. If you want to attempt this, try creating several different Command spells with different magnitudes. If you're powerful enough, make one for 100 to 100, 2 or 3 seconds. Hit your intended target with these spell variations. When the target is effectively Commanded, enter or exit a seperate cell, making sure the target is with you. Repeat the entering/exiting several times, then stop and wait with your target, until you think the spell should have worn off. If you move and the target follows, it's permanent. This method can painlessly relocate your targets from far away locations, and they can use transportation with you. You should keep in mind that Commanding quest related targets is not recommended, should they perish and you neglect reloading a previous save.
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