The world of Tamriel, as experienced in The Elder Scrolls IV: Oblivion, is a tapestry of breathtaking vistas, ancient ruins, and constant danger. Survival and success in this realm often hinge on the ability to bend the environment to one's will. Among the vast arsenal of spells available to the aspiring mage, the Command Creature school of magic stands out as a uniquely potent and philosophically intriguing discipline. It represents not merely a tool for combat, but a profound assertion of the mortal will over the untamed beasts of Cyrodiil, offering a distinct path to power that bypasses brute force in favor of insidious control.
Table of Contents
The Nature of Command Magic
Hierarchy of Control: From Dread Wolves to Minotaurs
Strategic Applications: Beyond Simple Aggression
The Moral Ambiguity of Enthrallment
Mastering the Art: Skill Development and Synergy
Conclusion: A Testament to Arcane Dominance
The Nature of Command Magic
Command Creature spells belong to the broader school of Mysticism, a field concerned with the fundamental forces of magic, souls, and the barriers between worlds. Unlike Destruction or Conjuration, which directly harm or summon entities, Command operates on the mind. It temporarily overwrites the target creature's instincts, replacing its innate hostility or fear with a compulsion to obey the caster. This effect is not a form of charming persuasion, as seen in Illusion magic affecting humanoids, but a more primal, forceful override suited to beasts. The visual manifestation—a distinct shimmer of energy enveloping the creature—signals the successful imposition of the caster's will, turning a snarling threat into a loyal, if temporary, guardian.
Hierarchy of Control: From Dread Wolves to Minotaurs
The efficacy of Command spells is rigorously tiered, directly reflecting the caster's mastery and the target's inherent strength. Novice spells, such as Command Creature, affect lesser beasts like wolves, bears, and boars. As one advances, the Apprentice-level Command Humanoid becomes available for human enemies, while the more potent versions—Command Creature Ranked, Command Humanoid Ranked—allow for targeting progressively stronger entities. The pinnacle of this control is found in the Master-level spell, Command Creature/Humanoid, capable of enthralling the most formidable foes in the game, including Minotaurs, Xivilai, and even high-level bandit warlords. This hierarchical structure creates a clear progression arc for the mage, where growing power is measured by the caliber of foe one can subjugate.
Strategic Applications: Beyond Simple Aggression
The tactical utility of Command spells extends far beyond creating a momentary ally in a fight. A skilled adventurer uses these spells to reshape the entire battlefield. One can command a powerful creature in a crowded dungeon room to attack its former allies, thinning enemy ranks without risking personal injury. It serves as a perfect distraction, allowing for a stealthy retreat or the disarming of traps. Furthermore, Command can be used as a non-lethal solution; commanding a creature to flee removes it as an obstacle without expending health or weapon durability. In the wilderness, commanding a swift creature like a mountain lion can provide a temporary, ferocious mount, expediting travel. This versatility makes it a cornerstone of a strategic, control-oriented playstyle.
The Moral Ambiguity of Enthrallment
Employing Command magic invites ethical questions largely absent from other schools. Destruction is a clear act of violence, Restoration is benevolent, but Command is a subtle violation of autonomy. The caster does not merely kill a beast but usurps its will, turning its own strength against its kind or purpose. This act of psychic domination positions the mage as a puppeteer, reducing complex, living beings to temporary tools. This dynamic offers a unique role-playing perspective: is the mage a pragmatic survivor using every available advantage, or a tyrant imposing their will on the natural order? The magic itself is neutral, but its application carries a weight of moral ambiguity that enriches the narrative experience of the game.
Mastering the Art: Skill Development and Synergy
Advancing one's Command ability requires consistent practice and intelligent spell use. Successfully casting on higher-level creatures is the most direct path to leveling the Mysticism skill. This pursuit naturally synergizes with other magical disciplines. A high Illusion skill reduces spell cost, allowing for more frequent casting. Alteration's utility in shielding the mage complements the defensive nature of having commanded bodyguards. Alchemy can produce potions that fortify Mysticism or magicka reserves, extending one's capacity for control. Furthermore, combining Command with Conjuration creates a formidable army—permanent summoned creatures alongside commanded local fauna. This interconnected development showcases how Command magic is not an isolated skill but a component of a comprehensive arcane arsenal.
Conclusion: A Testament to Arcane Dominance
The Command Creature spells in Oblivion represent a sophisticated and powerful form of magic that rewards cunning and strategic thinking over raw power. They provide a multifaceted toolkit for navigating Cyrodiil's perils, enabling players to manipulate the ecosystem to their advantage. From the humble act of turning a wolf against its pack to the masterful domination of a Minotaur, this school of magic charts a progression of increasing influence. It challenges the player to consider the implications of their power while offering unparalleled tactical flexibility. In a world rife with overt threats, the ability to Command Creature stands as a testament to the quiet, absolute dominance of a refined and formidable will.
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