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: 		animate(src, transform = matrix()*2, alpha = 0, time = 5) //fade out
  		animate(transform = oldtransform, alpha = 255, time = 0)
  
  /obj/effect/rune/proc/fail_invoke()
  	//This proc contains the effects of a rune if it is not invoked correctly, through either invalid wording or not enough cultists. By default, it's just a basic fizzle.
  	visible_message("<span class='warning'>The markings pulse with a \
  		small flash of red light, then fall dark.</span>")
  	spawn(0) //animate is a delay, we want to avoid being delayed
  		animate(src, color = rgb(255, 0, 0), time = 0)
  		animate(src, color = initial(color), time = 5)
  