anchor.diff:  	damage = 300
   	range = 200
   	nodamage = FALSE
  -	movement_type = FLYING | UNSTOPPABLE
  +	movement_type = FLYING
  +	reflectable = REFLECT_NORMAL
  +	ricochet_chance = 100
  +	ricochets_max = 66
   
   /obj/item/projectile/magic/runic_honk/on_hit(target)
   	. = ..()
  
positive.code: 		target.gib()
  	if(isskeleton(target))
  		target.gib()
  	if(ismob(target))
  		var/mob/M = target
  		if(M.anti_magic_check())
  
negative.code: 	nodamage = FALSE
  	range = 10
  	var/exp_light = 1
  	var/exp_fire = 1
  
  /obj/item/projectile/magic/runic_bomb/on_hit(target)
  	if(ismob(target))
  