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Broken Mark Rune
Posted: Sat Jun 03, 2017 12:57 am
by K'yon Oblodra
Hey there,
My character is a Necromancer with the forbidden school as Evocation and for some reason I can not use the Mark rune scroll.
I can neither learn the spell nor cast it.
I talked to Flasmix about it and I think he reported it already but I thought I'd note it down here as well.
Best regards,
K'yon
Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 7:55 am
by chad878262
You have to select it on level up. For some reason even though it's universal you can't learn it from a scroll. I brought this up in QC annoy 6 months ago.
Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 10:35 am
by K'yon Oblodra
Oh, good that I am about to level then... Bad that I have to take a 6th level spell to learn a cantrip?
Thanks Chadman

Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 11:35 am
by Glowfire
All the Mark Rune scrolls which are sold are also unusable.
Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 11:41 am
by Endelyon
Very odd. I'm able to use them on Endelyon with no trouble at all.
Perhaps it's a UMD-thing?
Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 11:55 am
by K'yon Oblodra
Endelyon wrote:Very odd. I'm able to use them on Endelyon with no trouble at all.
Perhaps it's a UMD-thing?
I got some UMD but can't use the scrolls anyways and yea they are useless, which is why I realized something was odd.
Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 12:11 pm
by Endelyon
This is so odd, because Wizards are supposed to start with all the cantrips learned anyway.
So, here's what I've found as a result of my testing:
If you select one of the eight default "paths" instead of "customizing" your build upon character creation, you will be able to use Mark Rune scrolls, and even add it to your spellbook without issue after removing it as you can see in the screenshot above.
But if you "customize" your build, you are NOT granted the Mark Rune cantrip upon creation, and must instead manually choose it if you want it. Likewise, you will be completely unable to use Mark Rune scrolls regardless of your specialization or restricted schools.
I. . .have no idea how to even begin to explain this. Could be some kind of strange 2da error, hopefully one of our devs can get it sorted eventually.

Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 12:26 pm
by Glowfire
Thank you for looking it up, Endelyon - and so swiftly.

Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 1:19 pm
by K'yon Oblodra
Endelyon wrote:This is so odd, because Wizards are supposed to start with all the cantrips learned anyway.
So, here's what I've found as a result of my testing:
If you select one of the eight default "paths" instead of "customizing" your build upon character creation, you will be able to use Mark Rune scrolls, and even add it to your spellbook without issue after removing it as you can see in the screenshot above.
But if you "customize" your build, you are NOT granted the Mark Rune cantrip upon creation, and must instead manually choose it if you want it. Likewise, you will be completely unable to use Mark Rune scrolls regardless of your specialization or restricted schools.
I. . .have no idea how to even begin to explain this. Could be some kind of strange 2da error, hopefully one of our devs can get it sorted eventually.

Would be cool if it could be fixed, took me a while to find out how teleport works at all and now I can't use it hehe and using a 6th level spell on this is kinda meh... Could I ask a dm to grant the spell to me?
Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 1:55 pm
by Endelyon
DMs can't grant spells unfortunately. Looking into options for fixing it at the moment, I think the issue stems from the fact that the engine doesn't quite know what to do with a spell with no school on character creation (in fact, no other spell in the 2da is marked without a school).
Starting to wonder honestly if Rune Marking really needs to be done with a spell at all. -_-
Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 3:00 pm
by dedude
We can make it so the teleport spells mark a rune if the rune is empty, or we can just make the rune do it itself by an activation.
Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 4:38 pm
by Glowfire
800/2000 gp cost for marking a rune?
Maybe make two versions of Mark Rune. One which is one school, one which is another. Should enable everyone to use it then, as long as it isn't from their opposition school.
Granting it as a feat to everyone could work too, ofc... but I believe this issue is only related to wizards. Maybe a 1st lvl free feat called Mark Rune. Preferably 2-4 uses or something generous. As to unmark a rune one has to use Mark Rune.
Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 4:41 pm
by dedude
Glowfire wrote:800/2000 gp cost for marking a rune?

Obviously marking a rune would cost WAY more than that.

Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 4:49 pm
by Endelyon
After a short (but inclusive) discussion in QC it seems like we're favoring transitioning to a system where locations are marked on runes by simply double clicking them in your inventory. Likely two kinds of runes will be available, one that will hold multiple locations on a single rune that are selectable via a GUI when teleport is used on it, and a second kind of classical rune that stores a single location for use in situations where you need an instant escape.
The "multiple locations" rune would be a great quality of life improvement so people won't have to carry around dozens upon dozens of visually identical items in their inventory to be able to effectively travel across the setting. As far as how they'd work mechanically, the first one will store a new location with every double-click, the second would be double-clicked to mark it and then double-clicked again if you want to unmark it (or this could even be controlled through a conversation option if people are afraid of accidentally unmarking their runes).
This would be closer to PNP as well, where teleportation is simply an act of transporting yourself to a place you've been and remember and doesn't actually require you to cast a spell in order to index the location.
I think that the easiest solution would definitely be what Glowfire proposed (two or three different versions of the spell that are mechanically different schools), but I think a minor revamp to how runes work in general would be pleasant.
(For those of you who are curious, the Mark Rune cantrip will be replaced with a new cantrip entirely if we decided to go this route, so Sorcerers or Bards that had picked the spell would still have something else in its place.)
Re: Broken Mark Rune
Posted: Sat Jun 03, 2017 5:01 pm
by Planehopper
Nice!
I love the new concept, and agree that not having a dozen runes that all look identical would be a great quality of life update.
When trace teleport (or whatever that is called..) is cast, will it use the one-location runes?
And hooray for new cantrips.