====== Enslave Mind & Master Enslave ====== Why kill what you can claim? **Enslave Mind** is a [[research|Level 6]] [[Thaumaturgy]] that requires {{path>S4}} to cast. If it gets through the target's [[Magic Resistance]], the target is **Enslaved**; they don't get the [[Slave]] status, but they're reduced to a lowly unit in **your** army. Enslaved [[Commander|Commanders]] lose their Commander status, along with their [[Magic|magical]] knowledge and [[Items]]. If elevated with [[divine-name|Gift of Reason or Divine Name]], their magic levels are reset to defaults, re-rolling random paths and whatnot. {{:misc:before_enslave.png?nolink}}{{:misc:after_enslave.png?nolink}} //I guess I need a new commander now.// FIXME Are Hall of Fame stars lost? Enslaving a specific target can be tough in the heat of battle, but there's **Master Enslave** for that; it's a Level 9 Thaumaturgy that requires {{path>S8}} to cast and consumes {{gems>8S}} on use. Master Enslave attempts to Enslave the **entire** enemy army, in one fell swoop; it's not incredibly thorough, however, for the base [[Magic Resistance|MR]] Penetration is a measly 7 instead of Enslave Mind's 11. It also accrues a whopping **800** [[Fatigue]], so it'll do around 24 HP damage to the caster without [[Communion]] support; you wouldn't want to trade your one-of-a-kind [[Astral]] god for a bunch of chaff, would you? {{template>spells}}