Author has written 71 stories for Naruto, Misc. Tv Shows, Harry Potter, Sailor Moon, How to Train Your Dragon, Pokémon, Wreck-It Ralph, Transformers/Beast Wars, Digimon, Star Wars, Fire Emblem, One Piece, Hercules, Fate/stay night, Ready Player One, Misc. Movies, Sword Art Online/ソードアート・オンライン, RWBY, X-overs, Little Mermaid, Card Captor Sakura, My Hero Academia/僕のヒーローアカデミア, Misc. Anime/Manga, Aristocats, Dragon Ball Z, Percy Jackson and the Olympians, My Little Pony, NCIS, and Avatar: Last Airbender.
Spell list for all stories with a War Mage is at the bottom of this profile, below the links for email and discord accounts.
I now have a Ko-Fi, head over there if you think my stories are worth a couple of bucks, username is tactition101, same as my user name for here.
Alright guys, and gals, let's start things off with a simple request. If you want to ask me a question, PLEASE, if you don't PM me, then by all that is holy, don't leave one as a guest, SIGN IN AND LET ME ACTUALLY REPLY! I cannot tell you how frustrating it is seeing an email with a question that I WANT to respond to but can't because the questioner is a Guest and thus there's no reply URL. Please just take a few seconds to log on so that way I can get back to you. Or, if you DON'T have an account, there's an email address along with Discord invite link at the bottom of the profile you can use. (Please note that harassers WILL be blocked, only actual questions please) Looking forward to your questions in the future. Also, my discord server has several role play options for those interested in that.
Stories on the Roster (No set schedule anymore. A previous poll had like twenty four people saying I should write what I feel like while three wanted a series poll, two wanted the single story polls and ONE wanted me to stick to old schedule sooooo...yeah)
Oh What Shadow Clones Can Do
Time Traveling Prince
To Be A Master
Shinobi Amongst Godlings Book Two (Placed with Naruto series instead of Percy Jackson due to how it is going to be 'multiversal' with NARUTO being reincarnated in other worlds rather than Percy.)
Wearing The Skin Of A Shinobi Part One
Naruto: Kyuubi Jinchuuriki, Got It Memorized?
The Avatar Class Shinobi
Harry Potter Stories:
Sensors, Witches, and Wizards
Not What Was Wanted, But What Was Needed
Flesh to Metal Version 1 Part 2
Pragmatism Begets Better Odds
Jack O' Lantern
Flesh to Aura Version 1
Flesh to Aura Version 2
One Piece Stories:
Marching Beside The King
Pirate King's Tailor
Zaboomafoo Is A Pirate
High Winds on the High Seas
Tyrant of the Seas
My Hero Academia Stories:
A Different But Similar Assignment (OC Reincarnation Fic, First Chapter Takes Place In One Piece World, hence why it will be written after that section)
How To Train Your Dragon Stories:
The Engineer Part Two (Will cover the first part of the show until the second movie, which will be part three)
My Little Pony Stories:
A Hacker And An Alicorn Walk Into A Bar (Technically a Digimon story first, mlp second but considering Alicorn Squadron will also be in this category when a slot becomes available and I don't have any definitive plans for any other digimon stories...)
Fire Emblem Stories:
Shinobi In Magvel
Waking Up In A Field
The Little Mermaid X Other Disney Films:
Tales Through Time (Fish Tales big brother of a sequel. Given how Fish Tales was sixty pages long, I think I'm going to have to do this one in parts)
Star Wars Stories:
Getting Force Powers Ain't All It's Cracked Up To Be
So that's the current roster, up next are the stories that I plan to do in the future when I finish one of the ones in the list up top (However long THAT takes.) We'll start with the obvious ones.
Shinobi Amongst Series- As I've said at the start of book two, this series is going to be an absolute BEAST of a collection, spanning no less than ten lives, we have Percy Jackson, Fate, MLP FIM (If only because I want Naruto to be able to go into space without a space ship and the fact that he would rip Celestia a new one and then proceed to turn the Elements of Harmony against her are too good to pass up), Star Wars, One Piece, Harry Potter, Bleach, RWBY, Digimon, Pokemon, then back into Naruto. I'm about ninety five percent comfortable with that order by the way, definitely for the first five.
Wearing the Skin is looking to be just as long, if not as wide spread throughout the multiverse.
Fish Tales was also only the start of a series, though this one is only three parts long thank goodness. Tales Through Time is currently on the roster, to be followed by Tales of the Desert.
Flesh To Metal Version 1 is either going to be a massively long story or have two other parts to go with it. Flesh to Aura, War Mage and Autobot versions have been started so I'm going to hold off on my other Flesh to -- series until I finish another story. I am however working on Flesh to Metal Version 1B which has me take a much LESS heroic path when I wake up as a Starscream clone, showing how Starscream SHOULD HAVE handled being on his own.
I REALLY want to do the NCIS/Princess Tutu one, if only because I am about 99.99999% sure that NO ONE has done the latter for a cross over story.
There's an Anastasia story that I would like to try out where Demetri is childhood friends with Anya and an extremely loyal servant to the queen, not sure if that one would be a reincarnation fic or not.
I've also got an Aura Guardian Pokemon Reincarnation fic that would be pretty much the Pokemon version of the History Channel's Battle 360 given how even in my head that theoretical world is quite simply MESSED UP due to the various Teams being out and out James Bond levels of evil.
Recon is a cool One Piece Idea I had where Ussop has the Recon devil fruit. (Badass Sniper. For an idea of what I mean, he reconfigures Kreig's armor into a bunch of marbles.)
I'm sure that there's more that I will add to this list, but for right now that's all that I can think of, and to be honest, it's more than enough to keep me busy for decades, so I'm just going to leave it there.
AOL account: Tactition101 (You know what to put at the end I hope.)
Discord Server Invite Link: /y6u5Tvy
War Mage Spell List (Updated when a spell is unlocked in one of the stories.)
Wind First tier primary spell
Wind Blades Blades that are short sword length at firs but with practice can be lengthened to claymore lengths as well. Caution, blades will cut the user just as well as it will cut an enemy, awareness of blade position necessary at all times.
Wind Jet As the name suggests, this spell shoots a continuous jet of wind out of a Spell Sigil. Be careful with their use though, for while it is a very handy spell, most of the other spells will be affected if they are used through the same Sigil.
Breeze moving air that moves between one and ten miles, with a starting range of five feet around the user that can easily be expanded with practice. (Great for intimidation purposes)
Arcwind Upgraded Elwind, faster speed and slightly wider spread meant more damage. Effective range of a hundred yards
Gust Upgraded version of Breeze, instead of one to ten mile speed winds going around the caster, wind speeds are now eleven to twenty five miles per hour.
Wind Senbon Hurls multiple six inch long needles of wind at a target. Mastery of this spell allows for a greater spread of needles in both width and number fired.
Rexcalibur : Even more speed and a bigger spread then Arcwind, along with a longer range of two hundred yards compared to Arcwind’s one.
Gale Breeze’s big brother, wind speeds are between twenty six to forty miles per hour.
Air Cutter Unlike the basic Wind spells, there is no pushing element to this spell, it is all cutting. Mastery allows for control over width of cut.
Forseti big enough to start taking out multiple people in one hit, this spell is effective at three hundred yards.
Twister Big Daddy of the original three wind cyclone brothers, its speeds are from forty one to two hundred miles per hour, be very careful using around allies.
Razor Wind Upgraded Version of Air Cutter, this spell launches a whole field’s worth of cutting winds, up to three hundred feet wide.
Aeroblast This spell is different to the other ‘basic’ Wind spells in that it doesn’t just launch a large ball of wind at a target. Instead, this spell fires a laser like beam of highly compressed air. Squadron level attack due to being able to be sustained rather than a fire and forget attack. Mastery allows for longer run time of the spell.
Tornado Granddaddy of the cyclone spells, wind speeds from two hundred and one to seven hundred miles per hour. DO NOT USE AROUND ALLIES, no matter how much control of the spell you have!
Vacuum Pushes air away from a target. Starting radius is five feet but mastery allows for expanding area of effect. DO NOT USE AROUND ALLIES!
Water Water is the spell that best suit capture missions where you want to knock someone on their ass but not overly hurt them. Don’t let the non-lethality of the spell fool you though, there is nothing more amusing than seeing a Fire class mage’s face when you completely neutralize their spell in midair.
Water Hole Incredibly useful when one is not near a ready supply of water. This spell affects the air molecules around you and either condenses the already present H2O or convert the other molecules into Water. Best used with cupped hands for the user, it is however perfect for refilling water skins or quickly filling large containers with water, just be careful you don’t turn some poor sap standing next to you into water molecules (Or maybe you want to, no body, no proof after all.)
Bubble This spell creates a field of light refracting bubbles that can be used to not only confuse an opponent trying to fight you but also blind them if used on a particularly bright day, just be careful that it doesn’t back fire on you when you use it.
Water Shuriken allows you to throw up to four shuriken per hand and can home on a target
Bubble Beam fires a beam of bubbles which explode upon contact
Campfire Starter shoots a very small jet of flame. It’s more useful than that though since you can use it to slowly burn anything flammable in its one to three-foot range, like that pesky rope that’s keeping your arms tied behind your back if your captured. Just be careful about the heat it produces.
Radiant Heat heats up the air around a person, with a base range of five feet around them and a base temperature rise of ten degrees. However, with practice and focus, one could extend both that range and temperature, to the point where they could even intentionally create thunderstorms if they have the proper know how.
Flame Burst low tier mortar spell. Slightly less damaging than Elfire, it's attack power is made up by the greater range and splash damage that starts at five feet but can be ramped up to twenty five feet if the spell is super charged
Flame Vortex (Basically a fire tornado that you can control the shape of, anywhere between tall and thin or low and thick)
Flame Barage (Upgrade of the 'mortar' flame burst spell, one fire ball goes up, SEVERAL come down. (Think like Pokemon's Draco Meteor)
Fire Pledge (Turns entire 'ground' to FIRE, no matter what the surrounding area is like, even water is affected)
Static Field produces a field of static around the user which will deliver a static shock to anyone wearing or using metal, the more metal on them, the bigger the shock. Be careful with its use though, because it doesn’t differentiate between enemy or ally.
Charge able to send a charge into any electrical device and quickly charge it within five minutes no matter what kind of amperage or voltage required.
Electroweb A net with electricity for the rope. Excellent spell for traps due to the strands being able to turn invisible until an object hits said strands.
Magnet Rise Allows the user to enable not only themselves but other objects around them to 'levitate' off the ground and move freely through the air. Incredibly effective mobility option if used around long stretches of metal like the wiring in a tunnel or a train track. (Mastery allows for greater height and speed, DOES NOT WORK IN A VACCUM)
Shockwave (Either expanding dome or 'homing' attack, either single band or branching tree for multiple enemies, GREAT for those who try to make copies as they try to outrun the technique)
Bolt Strike This spell attracts ALL of the electricity potential of a thunder storm, causing it to discharge all of it into a target at once. Able to chain from person to person. (Requires the target to be within one mile of being under a storm cloud)
Thunder Wave Capture spell, using the caster's IFF (either natural or technological) a directional pulse of electricity is sent out which interacts with the designated targets' nervous systems, blocking the signals to their limbs for ten minutes. 'Friendlies' are passed over without effect, which is why the spell is considered so high class. (Mastery allows for longer periods of effect)
Gigavolt the S Class Primary, people wish they'd been struck by natural lightning rather than this spell. Expect carbon scoring around the impact point.
Lightning Barrage Can be considered the upgrade to Bolt Strike, this spell super charges the air of the target area and creates several on demand lightning strikes, no pre existing storm needed. (Mastery allows for wider target areas and greater targeting accuracy.)
Overcharge Supercharges any machinery or magical item that runs using even the slightest bit of electricity, making them not only incredibly effecient in power usage but also increases the target's abilities by a maximum of five times. (Example: A car that could go 120mph could easily reach 600 mph now.)
Earth Earth’s projectile may be as small as a football, but it hits just as hard as the line man carrying it.
Pebble Field So long as the surface your standing on can be considered to be that of Earth, IE dirt, stone, or metal, it turns the first six inches of said surface into a field of marble sized spheres. Needless to say, anyone standing on top is going to have trouble staying upright. (Six inches depth, width is variable with mastery)
Quicksand this spell’s area of effect starts off at five feet deep and a three-foot circle that the caster can have form up to ten feet away but can be modified to be as large and deep as well as far away from the caster given enough mental effort and practice.
Elearth Watermelons of stone rather than footballs and twice as fast
Stone Edge Raises spikes of obsidian out of the ground between two to six inches tall. WARNING, EXTREMELY SHARP!
Sandstorm Both a cloaking and offensive spell, area of effect, velocity, and density highly variable.
Arcearth The projectile this spell launches is now as big as an excercise ball.
Stone Lance (Able to control WHICH kind of stone lance is made out of.)
Rexearth The projectile of this spell is the size of your basic pickup truck, and hits just as hard as being hit by one of those at seventy miles per hour.
Earth Tremor Causes the ground to shake, perfect for knocking enemies on their backside and bringing down unfortified buildings.
Megaearth This projectile is the size of a locomotive engine, and it's coming at you at a hundred miles per hour.
Earthquake Upgrade of Earth Tremor, this spell can bring down entire fortresses.
Gigaearth The final level of the Earth Primary spells, the projectile that is launched is roughly the size of a 747 and travels at three hundred miles per hour. Anything that is hit by this is NOT getting up anytime soon.
Fissure This spell will form a trench in the ground, the size of which is variable from one foot to one thousand. It is the ultimat spell to make something disappear into the ground, from that pesky villain's lair to an entire mountain.
Light Ripple sends out a pulse of light at a variable height. Slightly substandard against human opponents, however this spell truly shines (pun intended) against creatures of Darkness, evaporating whatever it touches. First tier of five level spell sub class.
Light Whip creates a whip that can both slice or grab depending on what the caster wishes.
Light Wave The upgraded version of Light Ripple, this spell launches a three foot tall, five foot wide wave of light at a starting distance of twenty feet, mastery allows for longer reach. Extremely effective against beings of darkness.
Light Swell The Upgraded version of Light Wave, this spell generates a much wider wave that begins at six feet wide and twenty feet tall that will travel up to fifty feet from the caster (Mastery allows for size and distance modification) Extremely effective against beings of darkness.)
Light Construct Upgrade to Illusion, this spell uses solidified light to create images that can be interacted with. If the caster Masters the spell, they can add sound to the images by vibrating the light in a particular manner.
Light Breaker The penultimate version of the Light 'motion' sub class, this spell generates a wave that is 50-60 feet tall and a hundred feet wide which travels for 200 feet (Mastery allows for size and distance modification) Extremely effective against beings of darkness.)
Aureola Final Primary of the Light class
Light Tsunami The final version of the Light 'motion' sub class, this spell generates a massive wave that is a hundred feet tall, five hundred feet wide, and travels for a thousand feet. (Mastery allows for size and distance modification) Extremely effective against beings of darkness.
Prismatic Laser A laser is shot into the air and the target area is bombarded by several lasers that are so numerous and descend at so many different angles it's almost impossible to block/dodge them all. (Bunker strength shield spell required, at the very least)
Light’s Out douses every light source in its range whether it’s provided by fire, electrical light, glowing, or even bio-luminescent.
Blind This spell targets the enemy’s eyesight, putting a thin film of darkness over the optical organs preventing the target from seeing anything.
Shadow Claw Gives the caster three claws of darkness between the finger knuckles Wolverine style.
Shadow Strike Makes any moves by the caster shadow have physical impact. (Gives new meaning to the term shadow boxing.)
Dark Whip creates a whip that can both slice or grab depending on what the caster wishes.
Dark Pulse Releases an omnidirectional pulse of Dark Magic from the user for up to a hundred feet. An extremely effective spell against 'Light' natured enemies. (Mastery allows the user to add distance to its range as well as controlling the angle of release (a foot tall by the shins, full body, from one hand, etc.)
Dark Hold (AKA Held By Darkness/Capturing Dark) Pins an enemy with Dark energy, either as a net (with variable sized gaps) or as a solid shell of darkness (Again, shell is variable)
Shadow Drop The target falls into their own shadow. Without the body there to create the shadow it immediately disappears after, thus erasing the Target's existence.
Niflheim Creates a black fog around the target area that only the caster can see through. (Makes any method of viewing through heat useless due to the cold the field emits)
Shadow Sneak Locks onto a person's shadow, drops you into your own and you pop out of theirs. (Requires line of sight for targeting.)
Beat Up Creates a copy made out of Darkness that takes the form of someone with the same IFF as you who is participating in the fight. Any magic the original uses is mimiced by Dark Spells. The more experience the user has with this spell, the more people they can make copies of.
Shadow Travel Able to go from your shadow to ANY Shadow within one mile 'instantaneously' (Time is slowed down to ridiculous levels inside the shadow in order to enable the user to process all of the available shadows) Every additional mile added to the range adds one second of travel time for those outside the shadow.
Negate Effects the gravitonic force asserted on objects.
Increase Effects the gravitonic force asserted on objects.
Gravity Field Forte Changes the gravity of an area to 5 gs greater than the normal amount.
Gravity Field Piano Changes the gravity of an area to 5 gs lesser than the normal amount.
Gravity Field Fortissimo Upgrade to Gravity Field, cranks up the local gravity of an area to 10 gs greater than the normal amount.
Gravity Field Pianissimo Upgrade to - Gravity Field, drops the local gravity of an area to negative 10 gs less than the normal amount.
Orbit Attracts objects to the caster, making them orbit around them similar to planets around a sun, the width, direction, and speed of their orbital path is variable. (Good for making a rotating shield while on the move if done properly)
Spaghettify Spaghettification is the process by which an object entering an extremely strong gravitational field, such as one surrounding a black hole, is stretched vertically and compressed horizontally. In other words, this spell is one really messy way to go.
Slingshot Upgrade to Orbit. An object is pulled towards the Caster, shoots around them then hits a target. Mastery allows for multiple objects/targeting)
Gravity Sense Everything, from the largest stars to the smallest atoms generates its own gravity, and this spell allows you to sense all of them. Mastery grants an OBSCENELY long range of detection with this spell. (For example, if you got lost in the deep black, you could find a (relatively speaking) 'nearby' solar system.)
Time Warp Creates an unusual gravity field that slows down time for everyone in it's area of effect but the caster allowing them to move at normal speed.
Reverse Reverses the effect of gravity on a target, shooting them off of the planet (or to the ceiling if indoors)
Black Hole generates a black hole the size of a soccer ball, enough said. Mastery allows variation of size. Do NOT use around allies, because while the Caster is immune to the effects, he's the only one who is. (Not even other Spell Sigil users are safe when this spell gets going)
Space (not to be confused with the concept of space, this class deals with the location and its higher tiered spells are just as varied as the great beyond is)
Space shoots a ball of moving vacuum at the target putting whatever passes through its path in a complete vacuum, and thus very cold temperatures. Just keep in mind that water boils much quicker in a vacuum than at room temperature.
North Star will mentally project the location of said star to you regardless of day or night time and any objects visibly in its way.
Aurora Borealis is your trolling spell when it comes to other Energy Users. It creates a field of the cosmic event around you, the energy preventing the use of magic, or any other nonphysical form of energy manipulation, from others who use it the ‘natural’ way. Just remember that both sides are affected by this area of effect spell unless they too have Spell Sigils.
Solar Blast Requires an unblocked sun to be used to its fullest, can leave residual burns around the area of attack. (When used during Celestial Objects eclipse the power of the spell is three times as strong as a full powered blast)
Lunar Blast A spell whose power is dependent on the phase of the moon, a Full Moon shot of this spell can easily knock holes through a few walls of a fortress. (When used during Celestial Objects eclipse the power of the spell is three times as strong as a full powered blast)
Micro Meteor sends a chunk of space rock the size of a golf ball from above to hit a target at high speed. (Mastery allows for multiple targets)
Aurora Beam Upgrade to Aurora Beam. Hitting the target with a beam comprised of this cosmic energy prevents them from using magic or any other nonphysical form of energy manipulation for twenty four hours. Only other Spell Sigil users are immune from it's effects due to operating on the same frequency. (Mastery allows both control of beam width and shape along with duration of effect.)
Mini Meteor sends a chunk of space rock the size of a soccer ball from above to hit a target at high speed. (Mastery allows for multiple targets)
Solar Wind This spell generates a 'wind' of super-heated plasma that's a few thousand degrees temperature wise. While Mastery grants the caster finer control of the circumference of the 'wind', it is still not something you want to use with allies in the area given the extreme amount of heat it gives off.
Meteor sends a chunk of space rock the size of a pickup truck from above to hit a target at high speed. (Mastery allows for multiple targets)
Wormhole Like it says on the tin, this spell can create wormholes to cover tremendous distances in relatively extremely short time. The only downside is that you have to be in space proper because atmospheres disrupt the portals.
Mega Meteor Sends a chunk of space rock the size of a ten story building from above to hit a target at high speed. (Mastery allows for multiple targets)
Supernova The ultimate scorched earth spell, if you like big booms then this is the one for you. This spell generates an explosion from long range that's big enough to have a blast range measured in miles.
Heal the first level of the curative spells. Requiring physical contact, this spell is no less effective, able to heal both ‘top side’ wounds as well as for a period of time sooth various ailments that come from older wounds whose effects still linger.
Barrier Barrier forms a thin barrier over its target, allowing the user to withstand a small amount of damage from both spells and weapons. Don’t get too cocky though, it doesn’t take too much to break it. Overlap for strength is possible, and it is possible to use as platforms in a pinch. (Be careful if landing on Barrier from any appreciable height)
Silence More targeted than Aurora Borealis, prevents a target from both using their voice and their magic (Or other forms of energy manipulation). Good for keeping a prisoner from escaping their bonds along with keeping them from annoying you with the various insults and threats they no doubt want to hurl at you.
Torch On top of imitating the Light Orb spell, this spell clears local weather conditions such as rain and fog in a hundred yard radius.
Psychic As well as being a strong healing spell then the lower class healers, this spell has the added benefit of being capable of 'long range' healing from up to a hundred feet away, though it does lose effectiveness for every ten feet until mastered at each of those ranges.
Warp Can trans-locate anyone, friend or foe, to a spot anywhere around the caster in either a five hundred foot circumference or line of sight distance. Basically, the farther the caster can see then the farther the range. However, line of sight (LoS) version requires practice to extend range past five hundred feet.
Berserk Makes the target of the spell 'pull a Hulk' and treat everyone as their enemy, take care when using this spell because it somewhat increases combat effectiveness of the target.
Fortify Upgrade version of Psychic, allows multiple 'targets' to be healed at once, even at a distance. Again, further ranges must be trained in to unlock.
Bunker The upgraded Barrier, this spell can take multiple A spells (Or their equivalent) easily and are stack-able. It is also offers either one way or complete protection, ie can either allow people to pass through one direction or be a proper wall. Note: Bunker spell is unmovable. Where it's placed is where it stays.
Coma The upgraded Sleep, this spell is the staff version of the Drought of Living Death from the Harry Potter franchise. Anyone hit by this spell will not awake unless the original cater wants them to, remaining in a state of stasis even if the caster has died. The only way for a non caster to wake the target is to use a 'Class S' restorative item, some examples of which being Phoenix Tears, Phoenix Downs, and Drops of Sun.
Regenerate While this spell does not have long range capability, it does allow you to regrow entire limbs if need be. Warning: Spell is EXTREMELY painful due to regrowing nerves.
Mute Upgrade of Silence spell. Has no time limit and only ends when the caster wishes or with aid of 'S Class' magic cancellation items/ritual.
Combat Sync Also Known As Battle Meditation, as long as this spell is active then all of the caster's allies will fight at least twice as effectively as before. Spell run time is ten minutes with a cool down time of twenty minutes.
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