anchor.diff:  	for(var/mob/living/M in T.contents)
   		if(M.stat == DEAD)
   			potential_revive_mobs.Add(M)
  +	if(rune_in_use)
  +		return
   	if(!potential_revive_mobs.len)
   		user << "<span class='cultitalic'>There is no eligible revival target on the rune!</span>"
   		log_game("Raise Dead rune failed - no corpse to revived")
   		return
   	mob_to_revive = input(user, "Choose a corpse to revive.", "Corpse to Revive") as null|anything in potential_revive_mobs
  +	revive(mob_to_revive, mob_to_sacrifice, user, T)
   
   	//Begin revival
  +/obj/effect/rune/raise_dead/proc/revive(mob/living/mob_to_revive, mob/living/mob_to_sacrifice, mob/living/user, turf/T)
  +	if(rune_in_use)
  +		return
   	if(!in_range(mob_to_sacrifice,src))
   		user << "<span class='cultitalic'>The sacrificial target has been moved!</span>"
   		fail_invoke()
  
positive.code: 	var/imbue_type = split_rune_type[split_rune_type.len]
  	var/talisman_type = text2path("/obj/item/weapon/paper/talisman/[imbue_type]")
  	if(ispath(talisman_type))
  		var/obj/item/weapon/paper/talisman/TA = new talisman_type(get_turf(src))
  		if(istype(picked_rune, /obj/effect/rune/teleport))
  			var/obj/effect/rune/teleport/TR = picked_rune
  
negative.code: 	var/invocation = "Aiy ele-mayo!" //This is said by cultists when the rune is invoked.
  	var/grammar //This is only framework at the moment, but may be required to draw runes in the future
  	var/req_cultists = 1 //The amount of cultists required around the rune to invoke it. If only 1, any cultist can invoke it.
  	var/rune_in_use = 0 // Used for some runes, this is for when you want a rune to not be usable when in use.
  
  	var/req_pylons = 0
  	var/req_forges = 0
  