anchor.diff:  	var/mob/living/user = invokers[1]
   	if(rune_in_use)
   		return
  +	rune_in_use = TRUE
   	for(var/mob/living/M in T.contents)
   		if(iscultist(M) && M.stat == DEAD)
   			potential_revive_mobs |= M
  
positive.code: 	color = RUNE_COLOR_MEDIUMRED
  	light_color = LIGHT_COLOR_LAVA
  	req_cultists = 3
  	construct_invoke = 0
  	var/tick_damage = 25
  	rune_in_use = FALSE
  
  
negative.code: 	to_chat(mob_to_revive, "<span class='cultlarge'>\"PASNAR SAVRAE YAM'TOTH. Arise.\"</span>")
  	mob_to_revive.visible_message("<span class='warning'>[mob_to_revive] draws in a huge breath, red light shining from [mob_to_revive.p_their()] eyes.</span>", \
  								  "<span class='cultlarge'>You awaken suddenly from the void. You're alive!</span>")
  	rune_in_use = FALSE
  
  /obj/effect/rune/raise_dead/proc/validness_checks(mob/living/target_mob, mob/living/user)
  	var/turf/T = get_turf(src)
  	if(QDELETED(user))
  		return FALSE
  	if(!Adjacent(user) || user.incapacitated())
  		return FALSE
  	if(QDELETED(target_mob))
  		fail_invoke()
  		return FALSE
  	if(!(target_mob in T.contents))
  		to_chat(user, "<span class='cultitalic'>The cultist to revive has been moved!</span>")
  		fail_invoke()
  		log_game("Raise Dead rune failed - revival target moved")
  		return FALSE
  	var/mob/dead/observer/ghost = target_mob.get_ghost(TRUE)
  	if(!ghost && (!target_mob.mind || !target_mob.mind.active))
  		to_chat(user, "<span class='cultitalic'>The corpse to revive has no spirit!</span>")
  		fail_invoke()
  		log_game("Raise Dead rune failed - revival target has no ghost")
  		return FALSE
  	if(!GLOB.sacrificed.len || GLOB.sacrificed.len <= revives_used)
  		to_chat(user, "<span class='warning'>You have sacrificed too few people to revive a cultist!</span>")
  		fail_invoke()
  		log_game("Raise Dead rune failed - too few sacrificed")
  		return FALSE
  	return TRUE
  
  /obj/effect/rune/raise_dead/fail_invoke()
  	..()
  