::Adoptables:: Sphaerra Rarity Chart & Species Info
New species! I'll be trying to get a first batch up within a week or so. : )
If you have any questions, feel free to ask!
OVERVIEW
Sphaerras are a highly superstitious, nomadic, and slightly earth-aligned race with minimal magic manifestation classifying them more as a "spark" than a full blown magic user. They specialize in charm and curse making, fortune telling, and ritual magicks. Due to their slight earth-alignment in ability, they are notably exceptional at creating short-lived golems, as well.
The Sphaerra's probably most notable use of magic, though, is the summoning of very dense, hard orbs that act as guardian and protector of the wearer. Each Sphaerra is given a Guardian Sphere at birth as a sort of embodiment of their parent's protection. They will carry this orb through their entire life.
PHYSIOLOGY
Sphaerras average a couple of inches shorter than humans, landing in the 5'6-5'7 range typically. They can, however, be anywhere from 4'5 to 6'5 at full adult height, with females more commonly shorter than males.
Sphaerras naturally have a curvy figure, even for the males--although to a lesser extent. Females can develop very full breasts and curves similar to humans. Males, despite their inherently curvy frame can build up and display quite a bit of muscle similar to humans, as well.
A Sphaerra's tail is like a long, furry cord. They are not born with the Guardian Sphere attached, but attached shortly after birth. The sphere is incredibly dense and heavy to anyone besides the Sphaerra it belongs to--sorta similar to Thor's hammer. The Guardian Sphere is a semi-independent entity. It is connected to the Sphaerra in a way that grants them control over it, but a sphere--especially one donned with eyes or teeth--are prone to having a sort of 'personality' of their own.
The jewelry used to connect the Guardian Sphere to the Sphaerra's tail are magically enhanced items. Often a Sphaerra will wear matching jewelry of the same kind elsewhere on their body. These are tokens meant to help amplify their luck and ability.
Even if the Guardian Sphere seems weightless to the wielder, it still takes its toll on the body. Years of evolution have bred Sphaerra to be exceptionally strong for their size. Even the daintiest could most likely hold their own against a strong human male in an armwrestling match.
TRAIT EFFECTS
The type of tail a Sphaerra has indicates their strengths. Its size can also affect a Sphaerra's perceived luck (this may just be another superstition, though)
Spikes - Lacks in magical potency/ability, but exceptionally strong physically
Blank - Neither very strong nor all that good at magic.
Teeth - A decent magical 'spark' but more physically talented
Eyes - An indicator of a Sphaerra with a very strong 'spark'.
Teeth + Eyes - Both showing physical strength and a strong 'spark'
Odd Shapes - Extremely rare, these Sphaerras are so magically adept for their species, that they can can sometimes use common magic, not just cast charms/curses/etc. typical of them.
Small Guardian Sphere - This is a sign of bad luck. Their parents did not love them enough, or were too weak to offer proper protection.
Sphaerra with small spheres are said to be doomed to a life of missed opportunity.
Large Guardian Sphere - Supposedly great luck! Great things will become of this Sphearra! At least, that's what they say... But they also might murmur behind your back that it's a bit ostentatious.
No Guardian Sphere - Referred to as 'Nearra' - 'nothing/not sphaerra' - these Sphaerra without a sphere at all are exiles. Only those who turn their backs on their people or are cast out due to an unforgivable crime are without a sphere. Because of this, Sphearra will even refuse to acknowledge a Nearra. They are literally nothing to them -- associating with one in anyway is like invoking a curse on yourself or your family (and not in the figurative sense).
Third Eyes -- a very rare trait that only occurs on Sphaerra with orbs that also have eyes. Not all Sphaerra with eye'd spheres have third eyes. Those with this trait are gifted with 'sight,' allowing them to see bits of the future for themselves and others. They have an annoying habit of almost always knowing what will immediately happen.
WITHIN SOCIETY
Sphaerra are nomadic by nature, and prefer to live in family groups of no less than 3, and no greater than 15. It is not entirely uncommon to see Sphaerra grouped together with other nomadic people, though.
They are most typically traders, performers, fortune tellers, minor spell providers, or on-takers of odd jobs. Having a tidbit charmed by a Sphaerra is not a bad thing to have, and despite their lack of permanent home, most Sphaerra do pretty well.
RANDOM FACTS AND TIDBITS
Sphaerra are extremely superstitious, and it can sometimes dictate their lives. They won't go to unlucky or cursed places, unless working as a group to preform a curse-breaking.
Committing murder is seen as the highest of taboos for Sphearras. Executions as punishment are viewed to be just as heinous as the murders themselves.
They are excellent fortune tellers! Even Sphaerra with seemingly no spark at all, can throw stones, turn cards, or read a palm well enough to set you on the right path.
Sphaerra cannot cast pure or common magic. Beyond charms, curses, and fortune telling, any magic they do requires a medium -- typically a drawn out spell (such as paper talismans or magic circles) and sometimes sacrificial objects or catalysts. More complicated magic may even require the 'sparks' of many Sphaerra to active. In other words, a Sphaerra's magic is more the magic of activation, hence being referred to as a 'spark'.
To put it into perspective, even an exceptionally magically adept Sphaerra would be hard pressed to summon a tennisball sized fireball from a talisman or circle -- a skill considered rudimentary among common magic users.
There are only two instances of pure magic a Sphearra is commonly skilled in -- one, is the summoning of the Sphere Guardian to provide their child with protection (a ritual held by an entire family group, using blood sacrifice from the mother to activate), and two, the creation of golems.
Golems are a special skill of Sphearras -- although long removed through the bloodlines, they are still marginally aligned to the earth element. It is thought that this practice is a special skill to the Sphaerra that was passed down and simply never forgotten, despite their receding magical ability as their species evolved.
Both of these magical abilities are considered 'remnant magic' from their ancestors, who were believed to be able to shape the earth at their will.
If you have any questions, feel free to ask!
OVERVIEW
Sphaerras are a highly superstitious, nomadic, and slightly earth-aligned race with minimal magic manifestation classifying them more as a "spark" than a full blown magic user. They specialize in charm and curse making, fortune telling, and ritual magicks. Due to their slight earth-alignment in ability, they are notably exceptional at creating short-lived golems, as well.
The Sphaerra's probably most notable use of magic, though, is the summoning of very dense, hard orbs that act as guardian and protector of the wearer. Each Sphaerra is given a Guardian Sphere at birth as a sort of embodiment of their parent's protection. They will carry this orb through their entire life.
PHYSIOLOGY
Sphaerras average a couple of inches shorter than humans, landing in the 5'6-5'7 range typically. They can, however, be anywhere from 4'5 to 6'5 at full adult height, with females more commonly shorter than males.
Sphaerras naturally have a curvy figure, even for the males--although to a lesser extent. Females can develop very full breasts and curves similar to humans. Males, despite their inherently curvy frame can build up and display quite a bit of muscle similar to humans, as well.
A Sphaerra's tail is like a long, furry cord. They are not born with the Guardian Sphere attached, but attached shortly after birth. The sphere is incredibly dense and heavy to anyone besides the Sphaerra it belongs to--sorta similar to Thor's hammer. The Guardian Sphere is a semi-independent entity. It is connected to the Sphaerra in a way that grants them control over it, but a sphere--especially one donned with eyes or teeth--are prone to having a sort of 'personality' of their own.
The jewelry used to connect the Guardian Sphere to the Sphaerra's tail are magically enhanced items. Often a Sphaerra will wear matching jewelry of the same kind elsewhere on their body. These are tokens meant to help amplify their luck and ability.
Even if the Guardian Sphere seems weightless to the wielder, it still takes its toll on the body. Years of evolution have bred Sphaerra to be exceptionally strong for their size. Even the daintiest could most likely hold their own against a strong human male in an armwrestling match.
TRAIT EFFECTS
The type of tail a Sphaerra has indicates their strengths. Its size can also affect a Sphaerra's perceived luck (this may just be another superstition, though)
Spikes - Lacks in magical potency/ability, but exceptionally strong physically
Blank - Neither very strong nor all that good at magic.
Teeth - A decent magical 'spark' but more physically talented
Eyes - An indicator of a Sphaerra with a very strong 'spark'.
Teeth + Eyes - Both showing physical strength and a strong 'spark'
Odd Shapes - Extremely rare, these Sphaerras are so magically adept for their species, that they can can sometimes use common magic, not just cast charms/curses/etc. typical of them.
Small Guardian Sphere - This is a sign of bad luck. Their parents did not love them enough, or were too weak to offer proper protection.
Sphaerra with small spheres are said to be doomed to a life of missed opportunity.
Large Guardian Sphere - Supposedly great luck! Great things will become of this Sphearra! At least, that's what they say... But they also might murmur behind your back that it's a bit ostentatious.
No Guardian Sphere - Referred to as 'Nearra' - 'nothing/not sphaerra' - these Sphaerra without a sphere at all are exiles. Only those who turn their backs on their people or are cast out due to an unforgivable crime are without a sphere. Because of this, Sphearra will even refuse to acknowledge a Nearra. They are literally nothing to them -- associating with one in anyway is like invoking a curse on yourself or your family (and not in the figurative sense).
Third Eyes -- a very rare trait that only occurs on Sphaerra with orbs that also have eyes. Not all Sphaerra with eye'd spheres have third eyes. Those with this trait are gifted with 'sight,' allowing them to see bits of the future for themselves and others. They have an annoying habit of almost always knowing what will immediately happen.
WITHIN SOCIETY
Sphaerra are nomadic by nature, and prefer to live in family groups of no less than 3, and no greater than 15. It is not entirely uncommon to see Sphaerra grouped together with other nomadic people, though.
They are most typically traders, performers, fortune tellers, minor spell providers, or on-takers of odd jobs. Having a tidbit charmed by a Sphaerra is not a bad thing to have, and despite their lack of permanent home, most Sphaerra do pretty well.
RANDOM FACTS AND TIDBITS
Sphaerra are extremely superstitious, and it can sometimes dictate their lives. They won't go to unlucky or cursed places, unless working as a group to preform a curse-breaking.
Committing murder is seen as the highest of taboos for Sphearras. Executions as punishment are viewed to be just as heinous as the murders themselves.
They are excellent fortune tellers! Even Sphaerra with seemingly no spark at all, can throw stones, turn cards, or read a palm well enough to set you on the right path.
Sphaerra cannot cast pure or common magic. Beyond charms, curses, and fortune telling, any magic they do requires a medium -- typically a drawn out spell (such as paper talismans or magic circles) and sometimes sacrificial objects or catalysts. More complicated magic may even require the 'sparks' of many Sphaerra to active. In other words, a Sphaerra's magic is more the magic of activation, hence being referred to as a 'spark'.
To put it into perspective, even an exceptionally magically adept Sphaerra would be hard pressed to summon a tennisball sized fireball from a talisman or circle -- a skill considered rudimentary among common magic users.
There are only two instances of pure magic a Sphearra is commonly skilled in -- one, is the summoning of the Sphere Guardian to provide their child with protection (a ritual held by an entire family group, using blood sacrifice from the mother to activate), and two, the creation of golems.
Golems are a special skill of Sphearras -- although long removed through the bloodlines, they are still marginally aligned to the earth element. It is thought that this practice is a special skill to the Sphaerra that was passed down and simply never forgotten, despite their receding magical ability as their species evolved.
Both of these magical abilities are considered 'remnant magic' from their ancestors, who were believed to be able to shape the earth at their will.
Category Designs / All
Species Unspecified / Any
Size 1202 x 598px
File Size 376.1 kB
Love that their magic isn't all fire or energy or whatever. I get bored with that quickly. Magic in the form of tricks, rituals, involving props like cards, stones, paper? Now that's interesting!! O/ super mega easy ultra universe magic is too OP for me tbh
I'm usually such a species prude.......but I think......I might.......want just a one......
I'm usually such a species prude.......but I think......I might.......want just a one......
Oh man tHAT REALLY MAKES ME LIKE
PROUD TO HEAR??
I didn't even think about it while I was working on them, but now that i do... I don't think I've seen a species that focuses on that sort of magic, either?
But, I mean, not everyone's gonna be a magic-user, right? And it's fun to express different types and variations!
Thank you so much!! ;V;
PROUD TO HEAR??
I didn't even think about it while I was working on them, but now that i do... I don't think I've seen a species that focuses on that sort of magic, either?
But, I mean, not everyone's gonna be a magic-user, right? And it's fun to express different types and variations!
Thank you so much!! ;V;
I'm always pretty muh about magic-useruniverses or canons cuz magic is to OP in most settings. Harry Potter did it great because it was restrained and domestic and integrated into IRL stuff. But when I see everyone able to create matter and bend shadows and fart sunlight or poop out whole solar systems you get pretty desensitised to it xD
I just never found conceptual/elemental magic that interesting. Whenever I play MMORGS or open world RPGs I'm NEVERRRR a magic user cuz I like the interaction of tools, items and props :D there's tangible space for error, failure, and there has to be tangible skill to get it right. With magic users you either do it perfect, do it OP mega Chosen One, or you fail and nothing happens except maybe a puff of sad smoke xD
Like having to use actual physical objects to channel their magic, or having to infuse their magic in totems before being able to actually get it on the physical plain, that just way cooooooooler UvU more to draw and write about
I just never found conceptual/elemental magic that interesting. Whenever I play MMORGS or open world RPGs I'm NEVERRRR a magic user cuz I like the interaction of tools, items and props :D there's tangible space for error, failure, and there has to be tangible skill to get it right. With magic users you either do it perfect, do it OP mega Chosen One, or you fail and nothing happens except maybe a puff of sad smoke xD
Like having to use actual physical objects to channel their magic, or having to infuse their magic in totems before being able to actually get it on the physical plain, that just way cooooooooler UvU more to draw and write about
You definitely have a point!
It's kinda funny -- in games, I almost always prefer skills/attacks to spells, as well. I like to be there hacking and slashing versus standing in the same spot in the distance.
I do enjoy having worlds with magic, though. I mean, most of my species use magic, but I try to have them use them in different ways, too. It does get a bit boring doing and seeing the same thing over and over and over again.
It's kinda funny -- in games, I almost always prefer skills/attacks to spells, as well. I like to be there hacking and slashing versus standing in the same spot in the distance.
I do enjoy having worlds with magic, though. I mean, most of my species use magic, but I try to have them use them in different ways, too. It does get a bit boring doing and seeing the same thing over and over and over again.
FA+

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