anchor.diff:  	if(!potential_sacrifice_mobs.len)
   		user << "<span class='cultitalic'>There are no eligible sacrifices nearby!</span>"
   		log_game("Raise Dead rune failed - no catalyst corpses")
  -		fail_invoke(message = FALSE)
  +		fail_invoke()
   		return
   	for(var/mob/living/M in T.contents)
   		if(M.stat == DEAD)
  
positive.code: 	if(!mob_to_revive || mob_to_revive.stat != DEAD)
  		visible_message("<span class='warning'>The glowing tendril snaps against the rune with a shocking crack.</span>")
  		rune_in_use = 0
  		fail_invoke(message = FALSE)
  		return
  	mob_to_sacrifice.visible_message("<span class='warning'><b>[mob_to_sacrifice] disintegrates into a pile of bones.</span>")
  	mob_to_sacrifice.dust()
  
negative.code: 	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 corpses to revive")
  		fail_invoke()
  		return
  	mob_to_sacrifice = input(user, "Choose a corpse to sacrifice.", "Corpse to Sacrifice") as null|anything in potential_sacrifice_mobs
  	if(!src || qdeleted(src) || rune_in_use || !validness_checks(mob_to_sacrifice, user, 1))
  