anchor.diff:  
   /obj/effect/rune/proc/invoke(var/list/invokers)
   	//This proc contains the effects of the rune as well as things that happen afterwards. If you want it to spawn an object and then delete itself, have both here.
  -	if(invocation)
  -		for(var/M in invokers)
  -			var/mob/living/L = M
  +	for(var/M in invokers)
  +		var/mob/living/L = M
  +		if(invocation)
   			L.say(invocation, language = /datum/language/common)
  +		if(invoke_damage)
  +			L.apply_damage(invoke_damage, BRUTE)
  +			to_chat(L, "<span class='cultitalic'>[src] saps your strength!</span>")
   	do_invoke_glow()
   
   /obj/effect/rune/proc/do_invoke_glow()
  
positive.code: 	cultist_name = "malformed rune"
  	cultist_desc = "a senseless rune written in gibberish. No good can come from invoking this."
  	invocation = "Ra'sha yoka!"
  
  /obj/effect/rune/malformed/Initialize(mapload, set_keyword)
  	. = ..()
  
negative.code: 	var/scribe_damage = 0.1 //how much damage you take doing it
  
  	var/allow_excess_invokers = FALSE //if we allow excess invokers when being invoked
  	var/invoke_damage = 0 //how much damage invokers take when invoking it
  	var/construct_invoke = TRUE //if constructs can invoke it
  
  	var/req_keyword = 0 //If the rune requires a keyword - go figure amirite
  