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remove warlock references
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comprehensive_codex/Adventuring.tex

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@@ -175,7 +175,7 @@ \section{Communication and Languages}\label{Languages}\label{Communication and L
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You can lead rituals from mystic spheres you do not have access to, but it is more difficult (see \pcref{Ritual Requirements}).
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\subsubsection{Magic Sources}
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There are four \glossterm{magic sources} that characters can use to cast spells and perform rituals: arcane (cast by sorcerers and wizards), divine (cast by clerics and paladins), nature (cast by druids), and pact (cast by warlocks).
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There are four \glossterm{magic sources} that characters can use to cast spells and perform rituals: arcane (cast by sorcerers and wizards), divine (cast by clerics and paladins), nature (cast by druids), and pact (cast by votives).
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Each magic source has a set of associated \glossterm{mystic spheres}.
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\parhead{Characters with Multiple Magic Sources}

comprehensive_codex/Classes.tex

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@@ -66,7 +66,7 @@ \section{How Classes Work}
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\begin{itemize}
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\item You choose whether the class becomes your \glossterm{base class}.
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If your base class changes, you lose all benefits of your original base class, and instead gain the benefits of your new base class.
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\item If the class has any special class abilities which are not part of an archetype, such as a warlock's \textit{soul pact} ability, you gain those abilities.
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\item If the class has any special class abilities which are not part of an archetype, such as a votive's \textit{soul pact} ability, you gain those abilities.
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\item Whenever you gain a new archetype, you may choose an archetype from any class you belong to.
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\end{itemize}
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core_book/BasicCharacters.tex

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@@ -71,7 +71,7 @@ \section{Classes}
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\item Rangers are skilled hunters who bridge the divide between nature and civilization.
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\item Rogues are skillful and versatile characters known for their ability to strike at their foe's weak points in combat.
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\item Sorcerers are arcane spellcasters who draw power from their inherently magical nature.
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\item Warlocks are pact spellcasters who draw their power from a sinister deal made with infernal creatures.
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\item Votives are pact spellcasters who draw their power from a dangerous deal made with extraplanar creatures.
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\item Wizards are arcane spellcasters who study magic to unlock its powerful secrets.
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\end{raggeditemize}
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core_book/Glossary.tex

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@@ -443,7 +443,7 @@ \chapter{Glossary}\label{Glossary}
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\glossdef{magic source}[magic sources] A magic source defines where a creature's \glossterm{mystic spheres} come from.
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There are four magic sources: arcane, divine, nature, and pact.
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Sorcerers and wizards cast arcane spells, clerics and paladins cast divine spells, druids cast nature spells, and warlocks cast pact spells.
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Sorcerers and wizards cast arcane spells, clerics and paladins cast divine spells, druids cast nature spells, and votives cast pact spells.
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\glossdef{magical} A magical ability is an ability whose origin derives from magic.
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Examples include \glossterm{spells}, a dragon's ability to fly, and a paladin's ability to smite foes.

core_book/TheExpandedUniverse.tex

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@@ -212,10 +212,11 @@ \section{Individual Plane Descriptions}
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Often, this simply entices other demonspawn to attack and destroy the wayward demon.
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However, if the demon survives the attacks from its allies and repeats this process, it can grow in power.
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% TODO: only devils made votive pacts?
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Demons who have expanded their soul beyond a single soul splinter are called greater demons.
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Eventually, the demon can gain something resembling a complete soul from all of the splinters it has collected, making it a demon prince.
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Though more sane and functional than demonspawn, these more developed demons are no less evil.
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Both greater demons and demon princes have enough skill with splintering and manipulating souls to make pacts with warlocks.
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Both greater demons and demon princes have enough skill with splintering and manipulating souls to make pacts with votives.
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In addition, demon princes have the power to command armies of demonspawn and greater demons, allowing them to claim territory like devils do.
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\subsubsection{Ordus}

core_book/TheUniverse.tex

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@@ -43,7 +43,7 @@ \section{Magic}
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Some people are gifted magic by their association with powerful magical entities or forces.
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They offer worship, allegiance, or their souls, and are granted magical power in exchange.
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This is the standard explanation for clerics, druids, paladins, and warlocks.
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This is the standard explanation for clerics, druids, paladins, and votives.
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\sectiongraphic*{Personal Power}{width=\columnwidth}{the universe/great deeds}
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The median person in the world of Rise is not particularly more or less capable than the median person in the real world.

rust/test_goldens/class_statistics.md

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* Dryaidi: 39 / 89
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* Harpy: 40 / 90
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* Incarnation: 40 / 93
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* Naiad: 35 / 87
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* Naiad: 39 / 89
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* Oozeborn: 39 / 93
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* Troll: 38 / 93
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* Treant: 39 / 96
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* Dryaidi: 39 / 155
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* Harpy: 40 / 155
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* Incarnation: 40 / 161
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* Naiad: 35 / 153
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* Naiad: 39 / 155
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* Oozeborn: 39 / 163
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* Troll: 38 / 163
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* Treant: 39 / 166
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* Dryaidi: 39 / 216
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* Harpy: 40 / 216
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* Incarnation: 40 / 220
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* Naiad: 35 / 214
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* Naiad: 39 / 216
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* Oozeborn: 39 / 222
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* Troll: 38 / 222
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* Treant: 39 / 225
@@ -223,7 +223,7 @@
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Naiad 1
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AP 3, FT 6, IP 4, Skills 7
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HP 8, DR 4
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AD 5, Fort 5, Ref 6, Ment 5
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AD 5, Fort 5, Ref 7, Ment 6
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Club +2 (1d8+1 damage.)
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Attr: Str 2, Dex 3, Con 2, Int 3, Per 3, Wil 2
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Power: 2✨/2
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Naiad 10
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AP 5, FT 6, IP 6, Skills 7
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HP 24, DR 12
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AD 10, Fort 10, Ref 11, Ment 10
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AD 10, Fort 10, Ref 12, Ment 11
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Club +6 (1d8+3 damage.)
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Attr: Str 2, Dex 3, Con 2, Int 3, Per 3, Wil 2
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Power: 7✨/7
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Naiad 20
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AP 5, FT 6, IP 6, Skills 7
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HP 84, DR 32
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AD 15, Fort 15, Ref 16, Ment 15
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AD 15, Fort 15, Ref 17, Ment 16
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Club +11 (1d8+6 damage.)
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Attr: Str 2, Dex 3, Con 2, Int 3, Per 3, Wil 2
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Power: 12✨/12

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