anchor.diff:  			return 0
   		if(multiple_invokers_used)
   			for(var/mob/living/L in range(1, invoker))
  -				if(is_servant_of_ratvar(L) && L.can_speak_vocal())
  +				if(is_servant_of_ratvar(L) && L.stat == CONSCIOUS && L.can_speak_vocal())
   					clockwork_say(L, invocation, whispered)
   		else
   			clockwork_say(invoker, invocation, whispered)
  
positive.code: 		slab.busy = "Invocation ([name]) in progress"
  		if(!ratvar_awakens && !slab.no_cost)
  			for(var/i in consumed_components)
  				if(slab.stored_components[i] >= consumed_components[i]) //Draw components from the slab first
  					slab.stored_components[i] -= consumed_components[i]
  					used_slab_components[i]++
  				else
  					clockwork_component_cache[i] -= consumed_components[i]
  					used_cache_components[i]++
  		else
  			channel_time *= 0.5 //if ratvar has awoken or the slab has no cost, half channel time
  		if(!check_special_requirements() || !recital() || !check_special_requirements() || !scripture_effects()) //if we fail any of these, refund components used
  
negative.code: 	if(!channel_time && invocations.len)
  		if(multiple_invokers_used)
  			for(var/mob/living/L in range(1, invoker))
  				if(is_servant_of_ratvar(L) && L.stat == CONSCIOUS && L.can_speak_vocal())
  					for(var/invocation in invocations)
  						clockwork_say(L, invocation, whispered)
  		else
  