anchor.diff:  	visible_message("<span class='warning'>[src] crumbles to dust, and bloody images form themselves on [paper_to_imbue].</span>")
   	qdel(paper_to_imbue)
   	qdel(src)
  -//Rite of Fabrication: Creates a construct shell out of 5 metal sheets.
  +	
  +//Rite of Fabrication: Creates a construct shell out of 15 metal sheets.
   /obj/effect/rune/construct_shell
   	cultist_name = "Summon Construct Shell"
  -	cultist_desc = "Turns five plasteel sheets into an empty construct shell, suitable for containing a soul shard."
  -	invocation = null //see below; doesn't say the invocation unless there's enough sheets.
  +	cultist_desc = "Turns fifteen metal sheets into an empty construct shell, suitable for containing a soul shard."
  +	invocation = "Ethra p'ni dedol!"
   	icon_state = "5"
   	color = rgb(150, 150, 150)
   
   /obj/effect/rune/construct_shell/invoke(mob/living/user)
   	var/turf/T = get_turf(src)
  -	for(var/obj/item/stack/sheet/S in T)
  -		if(istype(S, /obj/item/stack/sheet/plasteel))
  -			var/obj/item/stack/sheet/plasteel/M = S
  -			if(M.amount >= 5)
  -				user.say("Ethra p'ni dedol!")
  -				new /obj/structure/constructshell(T)
  -				M.visible_message("<span class='warning'>[M] bends and twists into a humanoid shell!</span>")
  -				M.amount -= 5
  -				if(M.amount <= 0)
  -					qdel(M)
  -				qdel(src)
  -				return
  -			else
  -				user << "<span class='cultitalic'>There must be at least five sheets of plasteel on [src]!</span>"
  -				fail_invoke()
  -				log_game("Construct Shell rune failed - not enough plasteel sheets")
  -				return
  -
  -/*
  -//Rite of Arming: Creates cult robes, a trophy rack, and a cult sword on the rune.
  -/obj/effect/rune/armor
  -	cultist_name = "Summon Armaments"
  -	cultist_desc = "Equips the user with robes, shoes, a backpack, and a longsword. Items that cannot be equipped will not be summoned."
  -	invocation = "N'ath reth sh'yro eth draggathnor!"
  -	icon_state = "4"
  -	color = rgb(255, 0, 0)
  -
  -/obj/effect/rune/armor/invoke(mob/living/user)
  -	visible_message("<span class='warning'>With the sound of clanging metal, [src] crumbles to dust!</span>")
  -	user.equip_to_slot_or_del(new /obj/item/clothing/head/culthood/alt(user), slot_head)
  -	user.equip_to_slot_or_del(new /obj/item/clothing/suit/cultrobes/alt(user), slot_wear_suit)
  -	user.equip_to_slot_or_del(new /obj/item/clothing/shoes/cult/alt(user), slot_shoes)
  -	user.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/cultpack(user), slot_back)
  -	user.put_in_hands(new /obj/item/weapon/melee/cultblade(user))
  -	qdel(src)
  -*/
  -
  -/*Rite of Leeching: Deals brute damage to the target and heals the same amount to the invoker.
  -/obj/effect/rune/leeching
  -	cultist_name = "Drain Life"
  -	cultist_desc = "Drains the life of the target on the rune, restoring it to the user."
  -	invocation =  null //see below; doesn't say the invocation if it has no targets.
  -	icon_state = "2"
  -	color = rgb(255, 0, 0)
  -
  -/obj/effect/rune/leeching/invoke(mob/living/user)
  -	var/turf/T = get_turf(src)
  -	var/list/potential_targets = list()
  -	for(var/mob/living/carbon/M in T)
  -		if(M.stat != DEAD && M != user)
  -			potential_targets.Add(M)
  -	if(!potential_targets.len)
  -		user << "<span class='cultitalic'>There must be a valid target on the rune!</span>"
  -		fail_invoke()
  -		log_game("Leeching rune failed - no valid targets")
  -		return
  -	var/mob/living/carbon/target = pick(potential_targets)
  -	var/drained_amount = rand(5,25)
  -	user.say("Yu'gular faras desdae. Umathar uf'kal thenar!")
  -	target.apply_damage(drained_amount, BRUTE, "chest")
  -	user.adjustBruteLoss(-drained_amount)
  -	user.Beam(target,icon_state="drainbeam",icon='icons/effects/effects.dmi',time=3)
  -	target << "<span class='cultitalic'>You feel extremely weak.</span>"
  -	user.visible_message("<span class='warning'>Blood flows from the rune into [user]!</span>", \
  -						 "<span class='cult'>[target]'s blood flows into you, healing your wounds and revitalizing your spirit.</span>")
  -*/
  +	var/canmakeshell = 0
  +	for(var/obj/item/stack/sheet/metal/S in T)
  +		if(!canmakeshell && S.use(15))
  +			canmakeshell = 1
  +	if(canmakeshell)
  +		. = ..()
  +	else
  +		user << "<span class='cultitalic'>There must be at least fifteen sheets of metal on [src]!</span>"
  +		log_game("Construct Shell rune failed - not enough metal sheets")
  +
  +/obj/effect/rune/construct_shell/invoke(mob/living/user)
  +	new /obj/structure/constructshell(get_turf(src))
  +	visible_message("<span class='warning'>The metal bends and twists into a humanoid shell!</span>")
  +	qdel(src) 	
   
   //Rite of Boiling Blood: Deals extremely high amounts of damage to non-cultists nearby
   /obj/effect/rune/blood_boil
  
positive.code: 		log_game("Raise Dead rune failed - no catalyst corpse")
  		return
  	mob_to_sacrifice = input(user, "Choose a corpse to sacrifice.", "Corpse to Sacrifice") as null|anything in potential_sacrifice_mobs
  	if(!Adjacent(user) || !src || qdeleted(src) || user.incapacitated())
  		return
  	for(var/mob/living/M in T.contents)
  		if(M.stat == DEAD)
  
negative.code: 		var/mob/living/carbon/C = user
  		C.apply_damage(2, BRUTE, pick("l_arm", "r_arm"))
  
  
  //Rite of Joined Souls: Summons a single cultist.
  /obj/effect/rune/summon
  	cultist_name = "Summon Cultist"
  