anchor.diff:  		animate(src, transform = matrix()*2, alpha = 0, time = 5) //fade out
   		animate(transform = oldtransform, alpha = 255, time = 0)
   
  -/obj/effect/rune/proc/fail_invoke(var/mob/living/user)
  +/obj/effect/rune/proc/fail_invoke(message=TRUE)
   	//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>")
  +	if(message)
  +		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)
  
positive.code: 	scribe_delay = 450 //how long the rune takes to create
  	scribe_damage = 40.1 //how much damage you take doing it
  	var/used
  
  /obj/effect/rune/narsie/talismanhide() //can't hide this, and you wouldn't want to
  	return
  
negative.code: 	if(invokers.len >= req_cultists)
  		invoke(invokers)
  	else
  		fail_invoke()
  
  /obj/effect/rune/attack_animal(mob/living/simple_animal/M)
  	if(istype(M, /mob/living/simple_animal/shade) || istype(M, /mob/living/simple_animal/hostile/construct))
  