Item: Extra Lung
An extra lung is a waterproofed bladder of air worn in an underarm holster, connected to the wearer's nose by a long tube. You can use it as a source of air instead of breathing in the air around you. It can hold 5 rounds' worth of breathable air, and can be refilled if the extra lung is left open for 10 minutes in an environment with suitable air.
You can switch to breathing from the extra lung at any time, without using an action. You can use air from the bladder following the rules for holding your breath, but you can speak without losing the air from the extra lung. When you lose air at the end of each of your turns, choose whether you use breath you're holding or air from the extra lung. Speaking causes you to lose breath you're holding but doesn't affect the air in the extra lung.
Activate—Cough Up R (manipulate)
Trigger You breathe in an inhaled poison or other inhaled affliction
Effect You cough the poison or tainted air into your extra lung, immediately attempting a new save against the effect. The air inside your extra lung becomes fouled, and you re-expose yourself to the inhaled affliction if you breathe it in. The extra lung is cleansed of any poison it contains every day at dawn.
Trait Effects
Air: Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air. Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they might include clouds of acidic or toxic gas. Earth creatures often find themselves at a disadvantage within air planes, as there’s little solid ground for them to gain their bearings, which tends to at least make them uncomfortable.
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Everair Mask (Greater) | 10 | Common |
| Everair Mask (Moderate) | 6 | Common |
| Jaathoom's Scarf | 10 | Common |
| Winged Sandals | 10 | Common |
| Gas Mask of Clean Air | 4 | Common |
| Aerial Cloak | 3 | Common |
| Everair Mask (Lesser) | 2 | Common |
| Everair Mask (Major) | 14 | Common |
| Aeon Stone (Envisioning) | 8 | Uncommon |
| Alluring Lantern | 8 | Common |
| Armory Bracelet (Moderate) | 8 | Common |
| Aurochs' Might Tattoo (Lesser) | 8 | Uncommon |
| Backfire Mantle (Greater) | 8 | Common |
| Bands of Force | 8 | Common |
| Boots of the Secret Blade (Greater) | 8 | Common |
| Bottomless Purse | 8 | Rare |
| Brooch of Inspiration | 8 | Uncommon |
| Clarity Goggles (Lesser) | 8 | Common |
| Cordelia's Construct Key | 8 | Uncommon |
| Crown of the Fire Eater | 8 | Uncommon |