Why kill what you can claim? Enslave Mind is a Level 6 Thaumaturgy that requires 4 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 Commanders lose their Commander status, along with their magical knowledge and Items. If elevated with Gift of Reason or Divine Name, their magic levels are reset to defaults, re-rolling random paths and whatnot.
An image would be neat. Also, 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 8 to cast and consumes 8 on use. Master Enslave attempts to Enslave the entire enemy army, in one fell swoop; it's not incredibly thorough, however, for the base 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?
|Rituals||Personal Enchantments||Divine Name/Gift of Reason • Transformation • Twiceborn • Cure Disease|
|Strategic||Domes • Globals • Magic Phase Movement • Remote Attacks|
|Summons||Cross Breeding • Elemental Royalty • Hidden Underneath/in Snow/in Sand • Infernal Breeding • Reanimation • Release Lord of Civilization • Ritual of Rebirth • Tartarian Gate|
|Combat Magic||Battlefield Enchantments|
|Buffs||Hell Power • Life after Death • Mossbody • Pain Transfer • Phoenix Pyre • Returning • Soul Vortex • Time Stop • Strength of Giants|
|Debuffs||Armor of Achilles • Earth Grip • False Fetters|
|Direct Damage||Divine Magic • Magic Duel • Soul Slay|
|Other||Communions • Enslave Mind|