anchor.diff:  		invoke(invokers)
   	else
   		fail_invoke(user)
  +
  +/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))
  +		if(construct_invoke || !iscultist(M)) //if you're not a cult construct we want the normal fail message
  +			attack_hand(M)
  +		else
  +			M << "<span class='warning'>You are unable to invoke the rune!</span>"
   
   /obj/effect/rune/proc/talismanhide() //for talisman of revealing/hiding
   	visible_message("<span class='danger'>[src] fades away.</span>")
  
positive.code: 	icon_state = "6"
  	color = rgb(126, 23, 23)
  	rune_in_use = 0 //One at a time, please!
  	var/mob/living/affecting = null
  
  /obj/effect/rune/astral/examine(mob/user)
  
negative.code: 	var/scribe_damage = 0.1 //how much damage you take doing it
  
  	var/allow_excess_invokers = 0 //if we allow excess invokers when being invoked
  	var/construct_invoke = 1 //if constructs can invoke it
  
  	var/req_keyword = 0 //If the rune requires a keyword - go figure amirite
  	var/keyword //The actual keyword for the rune
  