School enchantment (compulsion) [mind-affecting]
Casting Time 30 minutes
Components V, S
Saving Throw none; Spell Resistance no
Establishing this ritual node give you control over one NPC humanoid through a telepathic link that you establish with the subject's mind. If the ritual node is scrubbed, the control is lost.
You can generally force the subject to perform as you desire, within the limits of its abilities.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your orders or giving a dominated creature a new command is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.
Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited. You need not see the subject to control it.
Protection or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.