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EDIT: Not sure if the workaround will actually "fix" pre-patch saves. It's a way to remove them from having Sorcerers in them, freeing you to use the save for other things. But freeing you to once again use that save with the Sorcerers that you previously had in it... the issue may simply return once you turn them back into Sorcerers. I'm still looking into what the cause is and if there's any way to fix it retroactively for pre-patch saves.
Due to an evil ninja hiding in the shadows who has sabotaged my mod (I wish it was that fantastical and not some boring technical issue)... due to I don't know what related to the May 25 Maxis Patch, some (including myself) are reporting an infinite loading screen when attempting to load saves that had a Sorcerer in them. I'm not yet sure what the cause is, if there is a need to prevent it in the future, or if it is relevant to future patches.
What I do know is
: It only seems to affect pre-patch saves and only screws up loading those saves while the mod is installed. New saves do not appear to be affected by the issue.
For now, you can use a workaround, as follows:
1) Remove the Sorcerer mod
2) Start up the game and load the save in question
3) Re-save it as something new (e.g. a copy of the save)
4) Exit the game
5) Add the Sorcerer mod back in
6) Start up the game and load the new copy of the save
7) Re-add Sorcerer to any sims you want it on
7a) Re-add using the Lump of Clay, or
7b) Re-add using the cheats panel: ctrl+shift+c, type in "testing cheats on" and press enter, then type in "traits.equip_trait Triplis_Sorcerer_Trait" and press enter (without the quotes)
If you see any loading issues with these "fixed" saves, or with new saves, please let me know. This workaround unfortunately means resetting things like Alignment progress or Alignment Lock choices, but it's pretty quick to "level," so hopefully not a huge bother for people. I'm just glad I can provide some kind of workaround, for now.
Get "V1-2" and you'll now have a new option when you click on the ground: "Teleport as Llamadeus's Torch...
Sound familiar? The name is the same as one of the teleports you can use on yourself, but this is a slightly different ability. Using it will bring up a menu to pick a sim, your sim will do a little animation, and then the sim you picked will be teleported to the place on the ground you clicked on! (The target will also get a 30 second moodlet after being teleported, which has some variations: Child or older gets the same Tense moodlet and Toddlers get a few different types depending on what Toddler trait they have.)
This Spell is available to any Sorcerer that has Magical Connection (so if you're Teen or older and have done one of the Rituals that gives you Magical Connection, this ability will be available when you click on the ground)
I considered waiting to release this as part of a larger update, but I've been wanting to create an ability like this for a while and I just think it's such a cool ability to have, I didn't want to wait to get it out to you folks.
A side note for translators: Because I was rushing a bit to release this, currently the STBLs for this interaction are in a different set of STBLs than the initial ones; I will merge them at a later date.
(I may update these notes with more detail later. I had limited time to get this out today and didn't want to delay on account of notes.)
Fixed an issue where, if using this mod with KlingonDragon's club filters
, the club filter for Sorcerer would show up without an icon or name. It will now have an icon and a name when you go to make a club where being a Sorcerer is a requirement. I think "The Sorcerer Club" sounds much better than the "Missing Image, ____ Club." Then again, Missing Image, ____ does have a certain ring to it.
Fixed an issue where Suppress Sadness completely failed to grant Alignment points, or cost Magical Connection. And by "fixed an issue," I mean I forgot to put this in and noticed it later by chance. I have since fired the person responsible and will be replacing myself with an advanced AI program within the day. So far, the AI program can write "Hello World." I'm getting there... AI takeover any day now.
I'm changing the naming structure of the file download
, so that the identifying part of the mod name comes first, rather than after things like a date. For example, this version is called "Triplis--BecomeASorcerer--V1-1". This will hopefully help with organizing your files by name and keeping track of old/new versions over time. Any versions named with the date at the beginning (e.g. "May-15-2017")... consider them old and outdated.
I'm going to leave all old versions up in the files, from here on out
, because MTS gets funky about download count if you straight up remove files without an exact named replacement. You will nonetheless only need to download one of the zip
files to use the mod and if that changes for some unforeseen reason, I'll let you know.
KlingonDragon has released a mod with inheritance for a few different life states, including the "Become a Sorcerer" mod. You can find his mod here:
>>Trait/Custom Life State Inheritance by KlingonDragon<<
If you want to be able to pass down the Sorcerer trait through birth, install KlingonDragon's mod, in addition to
If you experience any issues with Inheritance, please post them in the comments over on his mod, rather than the comments for this mod. It's likely that he will have a better idea what your issue is than I do, since he's the one who has put together inheritance for custom traits.
My thanks to KlingonDragon for including this mod in his inheritance work!
Fixed an issue where Create Lightning Rod (CLR) would go through the animation and then... nothing would happen. Your 'targets'... er, 'victims'... uh, I mean, your um... ok yeah, they're definitely victims. Your victims will no longer escape your wrath, oh mighty sim overlord.
This file comes with any prior updates/changes and I've removed old versions from the downloads list, to avoid confusion.
That's all you need to know for this little fix. If you're curious though, what was happening with CLR was that I used the pre-existing death type Electrocution and all death types have a restriction on them, such that they won't trigger on an NPC, if the NPC is outside the boundaries of your lot. This is likely in place to avoid obnoxious situations, where an NPC you don't care about, and are not paying attention to, dies in the streets and suddenly your camera is jerked over to where the NPC is. To get around this problem, I created a variation on the Electrocution death type without this restriction and it will only trigger through CLR, so you need not worry about the camera jerking around without your doing. [Similar issues with Set on Fire are a separate problem and have not been resolved yet, but it's on the list of things to look at.]
Because I can, I've made a video to go through this brief update if you'd rather watch/listen than read.
Video can be found here: Update Video
This is a "minor" update (nothing major in the way of features) but I recommend downloading the new version nonetheless! It comes with some changed icons, courtesy of Niker293
; German translation by simsfreak 388
; Italian translation by mrsb0red
; Polish translation by hubi98
; and Portuguese Brazil translation by kibapvp2
(also, thank you to dudavg
, who also did a Portuguese Brazil translation, though I never received it from you... I appreciate the work you did nonetheless).
This update also includes some minor framework changes
1) The Sorcerer Trait is now the "Hidden" trait type, rather than appearing under the trait tab.
2) All ages can have the trait (this does not affect the Lump of Clay restrictions though... it's still only Child or older who can use the clay to get the trait).
3) Anyone who has the Sorcerer Trait (with the exception of babies, for obvious reasons) will have access to a new toggle called Show Magical Energy Tingles or Hide Magical Energy Tingles, depending on whether it's on or off. It will appear under the Spells menu. Having it on will activate a visual effect around the sim. The purpose of this interaction is to have a baseline interaction that all Sorcerers get access to, so that you can tell who has the trait easily, despite it being a Hidden trait type. I also think the visual effect looks cool, so there's that too.
The purpose of these changes overall is to set up the framework for supporting Inheritance
(passing down the Sorcerer Trait through birth). Look for updates on this at some point in the future. Inheritance is not available yet, but I'll update the description here when it is.
A side note on translations
The text "Show Magical Energy Tingles" and "Hide Magical Energy Tingles" is not translated in the aforementioned translations being added with this update because I added the text in with the update, so none of the translators have seen it yet.
May 14, 2017 Edit: This is now no longer the case with the German Translation. Thank you to simsfreak 388 for updating the German text.
Welcome! Want to be a Sorcerer? This is the mod for you!
Due to the sheer volume of details to explain about this mod, I've created a video, walking through the features and showing how they work. I'm also including a full detail rundown in words, for the word-inclined.
The video can be found here: Video Rundown of Features
Those of you who played with my Sorcerer Trait mod in the past will find that the trait acquisition is a bit different this time.
To obtain the Sorcerer Trait on a particular sim, you need to go into Build Mode and place a Lump of Clay anywhere on the Lot. If you already have a Lump of Clay, use that one! You don't need another.
The Lump of Clay has a new interaction on it: Investigate Object. The tooltip says the consequences of investigating may be permanent, but, spoiler alert! They are. When the interaction completes, your sim will now have a new trait called Sorcerer under the trait tab. Child and older can get the trait, but Child sims have a different experience than older sims. Teen or older (Teen+) gets access to all the main features of the trait. Child sims get a couple of special attributes/scenarios that will be outlined below.
Ok, phew. That was a lot of words. You have your Sorcerer trait, but now what? If your sim is Teen+, clicking on them will reveal a new menu called Spells. Under Spells, you'll see a menu called "Meditate on the Spirit of Llamadeus..." Under this menu (and this is the important part!), you'll see three interactions: Ritual of Digestive Control, Ritual of Runner's Vigor, and Ritual of Forced Isolation. Hovering over each tells you what it gives you, unqiuely.
You can only complete one Ritual and it will define what flavor of Sorcerer you end up with, in terms of Needs. Every type gets two new Needs called Magical Connection and Alignment. These two Needs replace two of the six default Needs.
Ritual of Digestive Control gives a trait called Iron Insides. With Iron Insides, Bladder and Hunger are replaced by Magical Connection and Alignment.
Ritual of Runner's Vigor gives a trait called Never Bedheader. With Never Bedheader, Hygiene and Energy are replaced by Magical Connection and Alignment.
Ritual of Forced Isolation gives a trait called Sociolite. With Sociolite, Fun and Social are replaced by Magical Connection and Alignment.
Once you've chosen a Ritual and completed it, your sim can begin being a Sorcerer! Finally! Spells! Magic!
You start out with a total of 6 Spells, 3 Light and 3 Dark. The Starter Spells are as follows:
Light: Heal Sadness (Reduces Sad Moodlets on the targeted sim), Sacrifical Wealth (You lose some Simoleons and the target gains some), Aura of Nature (The target gets a temporary buff that works similar to the Naturalist trait, making them more or less immune to Fire)
Dark: Warm Self (Select the ground and start a fire on it), Lull to Sleep (Puts the target to sleep for a time), Shatter Aura of Nature (Removes Aura of Nature from the target)
Each time you cast a Spell, it will affect your Alignment!
Important things to understand about Alignment:
- Alignment does not function like a normal Need. It only moves upon casting Spells. If you see the arrows moving outside of that, it's a visual quirk to do with how the Needs are designed. What matters is the number you see when you look at the Need Icon. The number will tell you where you're at in Alignment.
- You start at Alignment 0. Each Spell you cast moves your Alignment by 10. MAX Light Alignment is 100 and Max Dark Alignment is -100. This means you can max out your Alignment very fast if you want to.
- As you progress through Alignment, you will unlock more Spells! Spells that are tied to the flavor of Alignment (Light or Dark)
The Spells unlocked through Alignment progress are as follows:
20(Dry Out: You can click on Puddles and efficiently get rid of them with magic.)
40(Aura of Edibility: The target gets a temporary buff; while the buff is active on them, any meals they cook will be of the kind that never spoils. When the buff fades, any meals made with the buff still won't spoil, in case you wonder.)
60(Douse: Click on Fire and immediately extinguish it. Fire is a complicated mechanic. If you experience weirdness, let me know and I'll look into it.)
80(Prolong Life: Reset age progress, i.e. if age up takes 11 days and the sim has 4 days left before age up, this will reset it to 11.)
100(Resurrect: Bring a ghost back from the dead.)
20(Suppress Sadness: Gives the caster a temporary buff that nullifies Sad Moodlets. Note that if an event that prompts a reaction, such as a sim dying, occurs, they will still cry; however, they won't get the Sad Moodlet from the event. Also note, it will remove any existing Sad Moodlets upon application.)
40(Siphon Wealth: Magically makes your sim richer by siphoning wealth from the target. Due to weirdness of money transfer, the target doesn't, strictly speaking, lose anything. You just gain Simoleons. But shhh, imagination...!)
60(Tabula Rasa: Works like the Alien memory wipe. Any relationship you have with the targeted sim is reset.)
80(Set on Fire: Sets the targeted sim on fire. Note that your sim may rush up and try to put it out in a strange act of contradiction. But you can set the target on fire from anywhere on the lot, so make sure there's enough distance or obstacles in the way, such as walls or locked doors, and you can freely set sims on fire without worrying about your Sorcerer having the appearance of a suddenly guilty conscience.)
100(Create Lightning Rod: Electrocutes the target to death. The Yang to Resurrect's Yin. Or is it Yin to Yang? Something like that.)
Maxed Out Alignment: If your Alignment is maxed at either -100 or 100, you'll find that you have a new Spell available under Spells > Meditate on the Spirit of Llamadeus. Each Alignment gets one of these Spells. These Spells will give you some special goodies and cut you off from Spells that could swing your Alignment from where it is, effectively locking your Alignment in place. The two Spells are as follows:
Light: Transcend (Completing this Spell gives you a permanent +50 Fine buff. You have transcended petty mortal emotions. You also get access to a mini sun effect sitting in your chest cavity and the ability to move around by hovering like the grim reaper. Both the sun effect and the hover walkstyle can be toggled on or off under Spells.)
Dark: Spell of Immortality (Completing this Spell gives you a trait that stops aging and makes you immune to death. Because what's being dark without seeking immortality, amirite? You also get access to the same black smoky effect at your feet that the grim reaper has and the ability to move around by hovering like the grim reaper. Both the black smoky effect and the hover walkstyle can be toggled on or off under Spells.)
Phew. That's it for Alignment. Before we tackle Magical Connection, let's take a brief intermission in Teleportation.
That's right, Teleportation. Earlier when you completed that initial Ritual, you also got access to a teleport ability. This ability is called Teleport as Llamadeus's Torch. It's called this because when you teleport, there's a brief pinkish/purplish flame effect and Llamadeus is all about the pink and the purple and the flame and such, yeah yeah.
The Teleportation comes in two other visual flavors, though the mechanics of it are exactly the same. If you're into Light Alignment far enough that the Alignment bar changes color, Teleport as Llamadeus's Torch changes to Teleport as Purity's Flame and the flame effect is now a yellowish color. If you're into Dark Alignment far enough that the Alignment bar changes color, Teleport as Llamadeus's Torch changes to Teleport as Reaper's Shroud and instead of a flame effect, there's a brief black smoke effect like when the grim reaper teleports.
That's it for Teleportation! Now let's get into Magical Connection. We can do this. *Takes deep breath*
Unlike Alignment, Magical Connection works exactly like a normal Need. Well... mostly. It decays over time like a normal Need. When it gets low-ish, you get a +1 Dazed Moodlet. When it reaches rock bottom, you get a +3 Dazed Moodlet.
In addition to decaying over time, Magical Connection also lowers every time you cast a Spell. It ranges from -100 at the lowest to 100 at the highest and each Spell drains 5 Magical Connection. Spells can't be casted when Magical Connection is at -90 or lower. You won't be able to know what the exact numbers are by looking, unless you use the UI Extensions Cheat mod and manually modify the value. This information is just to give you an idea of how many Spells you can use before you run low and what you can expect when you get low.
Getting back to Spell restrictions. At -90 or lower, I partially lied; some Spells can be casted. You have some Spells that don't cost any Magical Connection and their key purpose is in refilling Magical Connection.
Under Spells > Renew Magical Connection, you'll find two menus: Drain a Need and Sacrifice a Need.
Under each is a separate Spell for every Need out of the default six that you have. For example, if you chose Iron Insides, you won't have Hunger or Bladder, so under Drain a Need, you would see Fun, Social, Energy, and Hygiene.
How each works and their purpose is as follows:
Drain a Need (gives Dark Alignment points): You drain the target's targeted Need to -90 and yours refills to 100[full], in addition to Magical Connection filling to full. The target's targeted Need (ex: Bladder) must be 30 or higher for you to be able to drain it. To give you a rough idea of what that means, 30 is somewhere in the vicinity of 2/3rds full, visually.
Sacrifice a Need (gives Light Alignment points): You drain your own need to -90 and the target's targeted Need goes to 100[full], in addition to your Magical Connection filling to full. Your chosen Need (ex: Bladder) must be 30 or higher for you to be able to drain it. To give you a rough idea of what that means, 30 is somewhere in the vicinity of 2/3rds full, visually.
Note that the amount the Need needs to be at is a rough number chosen to be in the vicinity of "not full," without being "so low it's way too easy to do over and over." If you are draining other sims' needs a lot, you may want to be thinking about how to make sure that they can get them refilled, so that you're able to keep doing it. If you're sacrificing your own needs, you may want to be thinking about how to get them refilled in a timely manner.
It's all up to you to play as you want. You can even go around draining random people if you want and gain lots of Dark Alignment points, if you're into that sort of thing.
Now for the crescendo, let's talk about Child Sims and their lot in life! Those of you who played with my Sorcerer Trait in the past will recognize the part about Spontaneous Combustion.
Child Sim Sorcerers can't cast Spells yet. In the wise words of a petulant child, "Maybe later."
Child Sim Sorcerers have a different relationship with magic than older sims. They have a lot of magical energy, but don't understand how to use it yet. Sometimes this can manifest in the form of Spontaneous Combustion. Spontaneous Combustion works as follows:
Spontaneous Combustion: When Angry, there's a chance that your Child Sim may spontaneously combust (known in edumacated parts of the wurld as catchin on fire.. what am I saying?). Anyway, you catch on fire.
The exact numbers for chance of it happening are: Minimum 4 hours initially, maximum 8 hours initially. Then min 6 hours, max 24 hours. It's intended to be rare overall, rather than being something you habitually have to deal with. But let's keep it moving before we catch on fire here...
After spontaneously combusting at least once, Child Sim Sorcerers can ask an older Sim who is a Sorcerer to do a Flame Containment Spell on them, which protects them from spontaneously combusting for two days. This buff is called Combustion Suppression and when it's added, all Tense, Angry, and Uncomfortable buffs are removed. (This does not apply to buffs that are dependent on something other than time remaining, like the low Hygiene discomfort from being dirty after being on fire, nor does it apply to buffs of these types that are added AFTER Combustion Suppression is added.)
Child Sim Sorcerers can also Teleport, with some heavy caveats. For a Child Sim to be able to Teleport, a Teen+ Sorcerer needs to do the interaction with them, under Friendly, called "Imbue with Teleportation Power." Upon completion, the Child Sim Sorcerer (let's just call him Bob... that's easier to type... Bob is an easy name). Upon completion, Bob gains a 6 hour, +2 Fine buff called Teleporty Tingles. Bob can now click on the ground and use Teleport as Llamadeus's Torch.
But there's a catch. A snag. A hitch. A... I'm running out of variations on the word catch.
I've lost my thread now. Can you look for it for me, while I continue? The catch is, when Bob teleports he'll get a 30 second, +3 Uncomfortable Moodlet called Queasy. While Queasy is active, Bob can't Teleport. His little Bob body isn't built for such speed. Once Queasy drops, Bob can Teleport again, provided he still has the Teleporty Tingles buff.
And that wraps it up for Child Sims. Enjoy the quirk. The quirk is strong in them, I feel it!
Closing time... you don't have to go home, but you can't... stay... here. Doot doot doo.
Er, wait! Don't go yet! That's it for the mod's features, but you might still want to read the rest of the spiel. Might be something important in there that you need to know.
For some annoying fire-related stuff, there are two overrides. Otherwise, everything that needs to be added in scripts is added in scripts. The two overrides are as follows:
interactions.interaction_cancel_compatibility | S4_03B33DDF_00000000_B17F7F4EF5ED9623
(to ensure Douse shows up during fires)
services.fire_service | S4_03B33DDF_00000000_7A60E6E4F74B7502
(to prevent fire from touching a Sim when they have the Aura of Nature buff)
Beware of using this mod with other mods that edit the same files.
Q: How do supernaturals interact with one another?
A: Sorcerers can't drain/sacrifice needs with one another, or with the grim reaper (and a few special active roles, like yoga instructor). They also can't do it to Vampires or Plant Sims; this is simply because Vampires and Plant Sims have different Needs and it would be an obnoxious level of complexity trying to factor in all of the different scenarios. Also, Vampires and Plant Sims cannot become Sorcerers; technically, you could bypass the current restrictions to make it happen with cheats, but the traits that give Sorcerers unique Needs and give them access to their Spells in the process would make a conflicting mess. What would happen is you'd lose one supernatural's unique Needs, or it would just glitch in general. [Note: Aliens aren't included in these restrictions because they don't have unique Needs. I have not tested them as Sorcerers, but I don't have any reason to believe it wouldn't work.]
Apart from that, nothing special.
Q: Is anything autonomous? Will there be Sorcerers running around in my game randomly?
A: Nothing is autonomous. Every interaction is set to not allow autonomy and no one should be getting the Sorcerer Trait without you making it happen. If you experience otherwise, let me know and I'll look into it. [Side Note: If you had my old Sorcerer Trait mod and you replace it, in saves where you had it installed, there may be some random sims who have the trait, due to it having formerly been a CAS/Personality trait. The interactions will still not be autonomous though.]
Q: I have X idea for what you should do with the mod in the future. Will I be socially ostracized and have my tonsils forcibly removed for mentioning it?
A: I'm happy to hear ideas. Magic is an insanely wide and varied topic, and there's no way I can begin to cover it all in a mod. But I would like to do a little more with this mod before I completely set it aside and focus on other projects, and your feedback could influence what I focus on, specifically.
Q: I'm currently using your Sorcerer Trait mod. What do I do to switch to this mod?
A: Simply remove the old mod and add this mod to your game, as you would normally. You only quirk you might see is in relation to the occasional unplayed sim still having the Sorcerer trait from random CAS trait generation, in pre-existing saves (see FAQ question about autonomy)
Q: I can't start a fire / my fire isn't working in X area.
A: Fires can't be started outside the Build Mode zone of a lot. If you are unsure where this begins and ends, go into Build Mode for the lot you're on and you'll see the outline. I will try to make this more immediately clear in a later update. If you find you can't start a fire within the Build Mode zone either, it may be an incompatibility between mods.
Q: The mod uses visual effects from the Vampires Pack. Is this really base game compatible? Are you pulling one over on me, slick? Cause I ain't no clown, aight.
A: Hi, strange speaking version of myself. I talked to SimGuruModSquad about this. Visual effects (VFX) are typically added as part of the base game patch before a pack release (meaning, they are accessible with base game only). Animations are typically added with the pack itself. This is why I can use VFX, like the Vampire Ghost's Sun-in-chest-cavity effect, and not require more than base game. But I can't use the Vampire powers animations and keep the requirements as base game.
Q: When I gain access to an alignment-based light or dark spell (ex: Suppress Sadness from -20 or lower Alignment), is it now "unlocked" permanently?
A: You maintain access to these spells by maintaining your Alignment at a certain range (ex: -20 or lower). In other words, you can't have access to both all light spells and all dark spells. I might put in a way to let people do this at a later time, to be able to do stories with uber powerful Sorcerers, but right now, that is how it works.
Q: My sim has a red/orange/yellow Plumbob above their head when they have Dark Alignment progress. Is this normal?
A: As far as I'm aware, there is no known way to change this with modding, but it's nothing to be concerned about either. The Plumbob changes color because Alignment uses the Needs coding and that coding signals your Need being low with a Plumbob color change. Because Dark Alignment uses the lower end of a Need (it not being full) it shows up as a different color.
Q: My sim has a debuff, such as Low Energy, even though I'm not supposed to have the Energy Need at all.
A: This is a bug. See my post made here for more information: Debuff Bug
If you have the language skills and would like to translate, this might help you get started: Deaderpool STBL Tool
Translations sent to me will be added to the mod and you will be credited by name here. Doing a full language translation for any language with all the text this mod has is probably a time-consuming endeavor. I'm not asking anyone to translate, but I figured I'd mention it for those who might be interested in doing it. I'm not bilingual, unless you count scripting languages, so it's completely out of my sphere of ability.
Thanks to these folks for doing some translations: simsfreak 388, mrsb0red, hubi98, kibapvp2, dudavg
Upon downloading the mod and unzipping it, you'll see a file of the PACKAGE file type and a file of the TS4SCRIPT file type. Both go in your Mods folder, as is, without being further unzipped/extracted in any way. If you have a lot of mods and want to be organized, you can place them within an unzipped folder inside your Mods folder and they should be recognized and function as normal. (Example: You could create a folder called BecomeASorcerer within your Mods folder and place the PACKAGE and TS4SCRIPT files from this mod inside of it.)
TS4SCRIPT file type is essentially a zip
file containing python scripts that has been renamed, so that it's more clear what its purpose is. You should never unzip a TS4SCRIPT file, unless you're a modder and you want to see how the scripts work as a reference point for your own work. Unzipping it won't open up a black hole in the universe and destroy your computer; it'll just confuse you if you aren't a modder and/or know what you're doing with scripts.
In addition to the usual suspects who have made or contributed to various modding tools (Scumbumbo, Zerbu, Kuree) I have some specific people to mention who helped me in various ways throughout the process of this mod.
They are, in no particular order: Candyd, Neia, DramaticGamer, and SimGuruModSquad
I would also like to thank air for being breathable. Mmm... air. [Air... it's what you breathe. Buy now on sale for just $19.99 and we'll throw in a complimentary SECOND breath of air at NO ADDITIONAL COST! That's a STEAL!]