anchor.diff:  		var/obj/effect/temp_visual/hierophant/chaser/C = new /obj/effect/temp_visual/hierophant/chaser(loc, src, target, chaser_speed, FALSE)
   		chaser_cooldown = world.time + initial(chaser_cooldown)
   		if((prob(anger_modifier) || target.Adjacent(src)) && target != src)
  -			var/obj/effect/temp_visual/hierophant/chaser/OC = new /obj/effect/temp_visual/hierophant/chaser(loc, src, target, chaser_speed * 1.5, FALSE)
  +			var/obj/effect/temp_visual/hierophant/chaser/OC = new(loc, src, target, chaser_speed * 1.5, FALSE)
   			OC.moving = 4
   			OC.moving_dir = pick(GLOB.cardinals - C.moving_dir)
   
  
positive.code: 	new /obj/effect/temp_visual/hierophant/telegraph/teleport(T, src)
  	new /obj/effect/temp_visual/hierophant/telegraph/teleport(source, src)
  	for(var/t in RANGE_TURFS(1, T))
  		var/obj/effect/temp_visual/hierophant/blast/B = new /obj/effect/temp_visual/hierophant/blast(t, src, FALSE)
  		B.damage = 30
  	for(var/t in RANGE_TURFS(1, source))
  		var/obj/effect/temp_visual/hierophant/blast/B = new /obj/effect/temp_visual/hierophant/blast(t, src, FALSE)
  		B.damage = 30
  	animate(src, alpha = 0, time = 2, easing = EASE_OUT) //fade out
  	sleep(1)
  
negative.code: /obj/effect/temp_visual/hierophant/blast
  	icon_state = "hierophant_blast"
  	name = "vortex blast"
  	light_range = 2
  	light_power = 2
  	desc = "Get out of the way!"
  	duration = 9
  	var/damage = 10 //how much damage do we do?
  