anchor.diff:  	..()
   	ghosts++
   	playsound(src, 'sound/magic/exit_blood.ogg', 50, 1)
  -	user.apply_damage(10, BRUTE)
   	visible_message("<span class='warning'>A cloud of red mist forms above [src], and from within steps... a [new_human.gender == FEMALE ? "wo":""]man.</span>")
   	to_chat(user, "<span class='cultitalic'>Your blood begins flowing into [src]. You must remain in place and conscious to maintain the forms of those summoned. This will hurt you slowly but surely...</span>")
   	var/turf/T = get_turf(src)
  
positive.code: 		to_chat(user, "<span class='cultitalic'>There are no dead cultists on the rune!</span>")
  		log_game("Raise Dead rune failed - no corpses to revive")
  		fail_invoke()
  		return
  	if(!GLOB.sacrificed.len || GLOB.sacrificed.len <= revives_used)
  		to_chat(user, "<span class='warning'>You have sacrificed too few people to revive a cultist!</span>")
  		fail_invoke()
  		return
  	if(potential_revive_mobs.len > 1)
  		mob_to_revive = input(user, "Choose a cultist to revive.", "Cultist to Revive") as null|anything in potential_revive_mobs
  	else
  		mob_to_revive = potential_revive_mobs[1]
  	if(!src || QDELETED(src) || rune_in_use || !validness_checks(mob_to_revive, user))
  		return
  	rune_in_use = 1
  	if(user.name == "Herbert West")
  		invocation = "To life, to life, I bring them!"
  	else
  
negative.code: 	cultist_desc = "manifests a spirit as a servant of the Geometer. The invoker must not move from atop the rune, and will take damage for each summoned spirit."
  	invocation = "Gal'h'rfikk harfrandid mud'gib!" //how the fuck do you pronounce this
  	icon_state = "6"
  	invoke_damage = 10
  	construct_invoke = FALSE
  	color = RUNE_COLOR_MEDIUMRED
  	var/ghost_limit = 5
  	var/ghosts = 0
  