@everyone Since the Phase is complete, I will move the game along early so you have some extra time to consider your actions! It is time for a new day of Mage Wars! When you wake up, you sense that something seems different. You feel like the connection you had with the other Mages of the Mage War has somehow strengthened, like a tether. It isn’t something you can touch or see, just a general feeling.
(What does this mean? Well, it has come to my attention that it is very easy for a character to escape combat once it starts. Now, with the Mage-tether, whenever combat between two or more Mages of the Mage War starts, it can only end once either side has lost, whether by surrendering the War, being killed or otherwise rendered unable to fight. It is effectively impossible to move outside of Extreme Range from other participants of the battle. This rule only applies to player-controlled Mages and Servants. When fighting NPCs and familiars, either side can escape like in the base rules of Tales of Battle. This effectively means that once a fight starts, someone will die. This rule can also be circumvented if all sides of the battle decides on a cease-fire. In addition, the Mage-tether will inform you of the death or defeat of another Mage, so you can know how many opponents remain in the war. Currently, you can feel 6 other competitors.)
In addition, I have compiled the stats of the characters of the Mage War! These stats are entirely my own view on the character’s capabilities, based off of their stats, abilities, traits and equipment. Take all of these stats with a fistful of salt since they are just my own rough estimate.