Core/Spells: fixed power check for runes when casting spells - these have their own check and don't require the default one
Port From (https://github.com/TrinityCore/TrinityCore/commit/d9c2720393e95c9e0bac5c5d1d95bbdcf94d5c5b)
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@@ -6663,6 +6663,8 @@ namespace Game.Spells
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SpellCastResult failReason = CheckRuneCost();
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if (failReason != SpellCastResult.SpellCastOk)
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return failReason;
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continue;
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}
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// Check power amount
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