Chakra stirs, secrets unravel—shape the fate of nations in the ninja world.
Played | 7 times |
Cloned | 2 times |
Created | 74 days ago |
Last Updated | 3 days ago |
Visibility | Public |

Puppet Storage Legion
You instantly release up to 5 puppets from scrolls, compartments, or containers. Each puppet appears in a space within 30 ft and is automatically linked with Chakra String Technique. You gain temporary advantage on all Puppet Control jutsu for 1 minute. Puppets summoned this way count against your control limit.

Sealed Puppet Prison
You snap chakra threads around your puppet to trap a creature in a hidden sealing cage. The target must make a Strength saving throw. On a failure, the target takes full damage and is Restrained for 1 minute. On a success, the target takes half damage and is not restrained. While restrained, the creature cannot teleport or cast jutsu requiring hand seals. This spell requires a specially modified puppet that can open and close around the target.

Puppet Shield Formation
You create a rotating defensive wall of your puppets around yourself or an ally, providing enhanced protection. While active, you and your allies within a 15-foot aura gain +2 AC and resistance to ranged damage, and you can use your reaction to block one incoming attack per round.

Hidden Weapon Refit
You install a concealed weapon into a puppet, enhancing its combat capabilities. Choose from a Hidden Flame Cannon, Senbon Launcher, or Smoke/Poison Dispenser, each providing unique offensive or defensive options.

Puppet Armor Reinforcement
You reinforce one of your puppets with heavy chakra-metal plating and seals. For 1 hour, the puppet gains +3 AC, resistance to non-magical bludgeoning, piercing, and slashing damage, and if hit by a melee attack, the attacker takes 2d6 force damage.
Puppet: Red Secret Technique – Death Assembly
You unleash every puppet you control in a deadly fan formation, striking all enemies in a wide cone with a brutal, coordinated attack. Each enemy must make a Dexterity saving throw, taking full damage on a failure and half on a success, while also being paralyzed until the end of their next turn if they fail. After the attack, all puppets return to your side, granting you +2 AC for one turn.

Human Puppet Conversion
You attempt to transform a fallen opponent into a controllable puppet. Spend 10 minutes preparing the body of a humanoid creature you killed within the last 24 hours. The puppet retains one jutsu it had in life (GM's choice or player-approved). It has HP = 6 × your level, AC 17, and one unique feature based on its origin. You may control it as one of your active puppets, but can only maintain one human puppet at a time unless GM allows specialization.

Puppet Barrage Swarm
You unleash a torrent of senbon, fire, gas, or blades from your puppets, covering a wide area in a deadly assault. All creatures within a 30-foot radius must make a Dexterity saving throw, taking 8d8 piercing, fire, or poison damage on a failed save, and must also succeed on a Constitution saving throw or be poisoned or blinded. On a successful save, they take half damage and suffer no additional effects. Requires at least 2 puppets to be present in the area to cast.

Black Secret Technique: Machine One Shot
You unleash a coordinated puppet ambush designed to pierce the heart of your opponent. Multiple puppets assault the target from all sides, delivering a devastating strike.

Multi-Puppet Control
You link multiple chakra strings to puppets simultaneously, allowing you to control up to 4 puppets for 1 minute (concentration). Each puppet can move and take 1 action per turn under your direction. If more than 2 puppets attack the same target in a round, that target must make a Dexterity saving throw or become Restrained.

Puppet Trap Seal
You embed a delayed trap within your puppet that activates on your signal. When triggered, the trap unleashes a devastating effect, dealing damage to nearby foes.
Puppet Clone Jutsu
You create a near-perfect puppet decoy of yourself that has half your hit points, your AC minus one, and mimics your movement. Enemies must succeed on an Intelligence check against your spell DC to notice the illusion, and when the puppet is destroyed, it explodes, dealing 2d6 piercing damage in a 10-foot radius.

Hidden Blade Burst
Your puppet launches a hidden bladed weapon from its chest or arms, firing a barrage of sharp projectiles in a 30-foot line or cone. Targets caught in the attack must make a Dexterity saving throw to avoid the full brunt of the assault, suffering from bleeding wounds if they fail.

Puppet Summon
You summon one of your puppets into an unoccupied space within range. The puppet has hit points equal to your level multiplied by 4, an Armor Class of 13 plus your Intelligence modifier, and it attacks using your spell attack modifier. The puppet remains on the field until it is dismissed or destroyed, and you can maintain control over it using the Chakra String Technique. Only one puppet may be active at a time unless you are using Multi-Puppet Control.

Chakra String Technique
You extend invisible chakra threads to control your puppet, linking to it and allowing you to manipulate its movements. You can use your action to move the puppet up to 30 feet and perform one basic attack or interact with the environment until the start of your next turn.

Drunken Fist
You enter a wild, erratic fighting style that enhances your evasiveness and unpredictability. While in this state, you gain advantage on Dexterity saving throws, your unarmed attacks deal an additional 1d8 bludgeoning damage, and creatures have disadvantage on opportunity attacks against you. You can take the Disengage action as a bonus action, and once per turn, when missed by a melee attack, you can make an immediate unarmed strike as a reaction. However, while this jutsu is active, you have disadvantage on Intelligence and Wisdom saving throws and cannot cast or concentrate on other jutsu.
Chidori Stream
You release a sudden surge of lightning chakra from your body in all directions, creating a localized electrical storm centered on yourself. All creatures within a 10-foot radius must make a Dexterity saving throw. On a failed save, they take 6d8 lightning damage and are pushed 10 feet away. On a successful save, they take half damage and are not pushed. Creatures wearing metallic armor or wielding metal weapons have disadvantage on the saving throw. If you are in water terrain, affected creatures take maximum damage instead.

Amenotejikara: Battlefield Collapse
You perform rapid Amenotejikara swaps across the battlefield, displacing enemies and allies alike. Up to 6 creatures of your choice must make Dexterity saving throws. On a failure, they are teleported into hazardous terrain or into enemy melee range (GM’s choice) and become Stunned. As part of the casting, you may swap places with any creature on the battlefield, breaking concentration on any enemy within range due to spatial distortion.

Truth-Seeking Orb: Chakra Erasure Blast
You fire a compressed Truth-Seeking Orb that erases chakra on contact. The target must make a Constitution saving throw. On a failure, they take full damage and lose all chakra regeneration for 1 minute. On a success, they take half damage. A critical failure results in the target being unable to cast jutsu for 1 turn. This spell also undoes Summoning Techniques, clones, or chakra-constructs on impact.

Indra’s Arrow
You charge a massive chakra arrow with all of your power and fire it through the air like a divine weapon. Make a ranged attack roll. On hit, the target takes full damage. All creatures within 30 ft of the target must make a Dexterity saving throw or take 8d10 collateral damage. The arrow ignores barriers and magical shields. Requires Complete Susanoo to be active.

Six Paths: Ultra Big Ball Rasenshuriken
You form a titanic Rasenshuriken infused with Truth-Seeking energy and hurl it forward, detonating in a dome of pure destruction. Creatures in range must make a Dexterity saving throw. On a failure, they take full damage and lose resistance to force and radiant damage for 1 minute. On a success, they take half damage. Magical terrain and chakra-based barriers in the radius are destroyed. This spell can only be used once per long rest.

Kirin
You summon a lightning dragon from the sky, unleashing its power upon your foes. All creatures in a 60 ft radius must make a Dexterity saving throw, taking 12d10 lightning damage on a failed save and becoming Stunned until the end of their next turn. On a successful save, they take half damage. This spell cannot be dodged or countered by jutsu slower than natural lightning. If cast immediately after a fire-style jutsu, the spell gains advantage on the save DC and deals an additional 2d10 damage. You must have access to open sky to use this jutsu.

Sand Clone Jutsu
You create a sand-based replica of yourself that can distract enemies, scout ahead, or trigger traps. The clone has 20 HP, an AC equal to your AC minus 1, and can make basic melee attacks. When destroyed, it explodes into a burst of sand, dealing 2d6 bludgeoning damage in a 10-foot radius. The spell lasts for 10 minutes or until you dismiss it.

Sand Tsunami
You summon a massive wave of sand that crashes over your enemies, dealing devastating damage and altering the battlefield. Targets in the area must make a Strength saving throw, suffering full damage and being knocked prone and restrained on a failure, or half damage on a success. The terrain becomes difficult and unstable until cleared, imposing disadvantage on Dexterity checks.
Shield of Sand
A swirling barrier of sand rises around you, providing enhanced protection against attacks. For the duration, you gain a +3 bonus to your Armor Class and resistance to ranged attacks, while also allowing you to negate one melee or ranged attack per round as a reaction.

Sand Burial
You violently crush a trapped enemy with chakra-compressed sand, dealing devastating damage and potentially incapacitating them. If the target is reduced to 0 HP, their body is completely crushed, preventing revivification without powerful magic.

Sand Coffin
You ensnare a target in a dense mass of sand, creating a cocoon that restricts their movement. The target must make a Dexterity saving throw to avoid being captured; on failure, they become Restrained and can attempt to escape with a Strength saving throw at disadvantage on their subsequent turns.
Steel Release: Impervious Body
You harden your body with metallic chakra, turning your skin into armor. For the duration, you gain a +4 bonus to AC, resistance to non-magical bludgeoning, piercing, and slashing damage, and deal 1d10 force damage back to any attacker that hits you with a melee attack. However, you cannot use Dexterity-based reactions while this spell is active.

Boil Release: Scalding Mist Armor
You emit a superheated mist that burns all enemies while shielding yourself. Enemies entering or starting in the aura must make a Constitution saving throw. On a failure, they take 4d6 fire damage and have disadvantage on melee attacks. On a success, they take half damage. You gain resistance to cold and fire, and attacks against you are made at disadvantage within the mist.

Lava Release: Quicklime Confinement
You spew a mass of sticky molten quicklime that burns and immobilizes. All creatures in a 10 ft radius within 60 ft must make a Dexterity saving throw. On a failed save, they take 6d8 fire damage and are Restrained. On a successful save, they take half damage and are not restrained. Restrained targets must use an action and succeed on a Strength check to escape. The area remains hazardous for 1 minute, dealing damage to any creature that moves through it.

Magnet Release: Gold Dust Storm
You unleash a massive wave of gold dust that crushes and pierces your enemies. Creatures in a 60-foot radius must make a Strength saving throw. On a failed save, they take 8d8 bludgeoning damage and 4d8 piercing damage, and are restrained for 1 minute. On a successful save, they take half damage. While restrained, targets take an additional 2d8 piercing damage at the start of each of their turns. The area becomes difficult terrain for 10 minutes.

Storm Release: Laser Circus
You unleash controllable beams of lightning-infused chakra that arc mid-air to strike multiple targets. Choose up to 4 targets within range. Each must make a Dexterity saving throw. On a failure, they take full damage and their movement speed is halved for 1 turn. On a success, they take half damage. The beams can bend around cover and may target the same creature multiple times, once per beam.

Fang Wolf Fang
You and your ninken merge into a massive two-headed drill wolf, charging forward in a straight line. All creatures in your path must make a Dexterity saving throw or take devastating slashing damage, potentially knocking them unconscious if their hit points drop below half.

Fang Over Fang
You and your ninken spin at high velocity and launch toward an enemy in unison. Make two separate melee attack rolls, one for you and one for your ninken. If charging in a line, creatures in a 5 ft path must make Dexterity saves or take full damage. On hit, the target is knocked prone and takes an additional 2d6 damage if it hits a solid object. This spell can only be used by members of the Inuzuka Clan who have used the Four Legs Technique in this combat or are in beast form.

Four Legs Technique
You channel chakra to enhance your speed, instincts, and posture, adopting a beast-like stance. While active, you gain increased movement speed, advantage on Acrobatics and Athletics checks, and your unarmed attacks become magical, dealing additional slashing damage.

Butterfly Chakra Mode
You convert your body’s fat reserves into pure chakra, releasing glowing butterfly wings that enhance your physical abilities. For the duration, you gain a +5 bonus to Strength-based checks and saving throws, and your unarmed attacks deal an additional 4d10 force damage. Once per round, you can launch a chakra-enhanced punch as a bonus action with a range of 30 feet. After the spell ends, you suffer 2 levels of exhaustion.

Human Bullet Tank
You roll your enlarged body into a spinning sphere and charge through the battlefield, moving up to 60 ft in a straight line and crushing everything in your path. All creatures in the line must make a Strength saving throw, taking full damage and being knocked prone on a failure, or half damage on a success.

Partial Multi-Size Technique
You rapidly enlarge a specific body part (typically an arm or leg) for enhanced physical strikes. For the next minute, your unarmed strikes deal an additional 2d8 bludgeoning damage, and you can make sweeping attacks with a reach of 10 feet. If used during a grapple or shove, you gain advantage on the roll. The effect ends early if you fall unconscious.

Shadow Neck Binding Technique
You solidify your shadow around the opponent’s neck, crushing them with dark energy. This spell can only be used on a target already affected by Shadow Possession, and it ends that effect after use, forcing one final saving throw with disadvantage.

Shadow Sewing Technique
You transform your shadow into tendrils that stab upward and bind enemies in a 60-foot cone or line. All targets in the area must make a Dexterity saving throw, taking 5d8 piercing damage on a failure and becoming Restrained, or half damage on a success. You can maintain the bind for up to 1 minute with concentration, keeping enemies immobilized as long as you focus.

Shadow Possession Jutsu
You extend your shadow to connect with a target’s, controlling their movements. On a failed Wisdom save, the target is Paralyzed and mirrors your movements for up to 1 minute, as long as you maintain concentration. Each round, they may retry the save to break free. If the target is moved out of line of sight or range, the jutsu ends.

Mind Clone Switch Technique
You send a shadow clone of your mind into a creature, temporarily swapping awareness and perception with them for 1 minute. You gain access to their surface thoughts and recent memories, allowing you to speak through them or listen to their allies. If the target is unaware of the jutsu, they may behave normally until they notice. The target can attempt a Wisdom saving throw each round to end the link, with success terminating the effect.

Mind Body Disturbance Jutsu
You override your enemy’s motor control, forcing them to attack an ally. On a failed Wisdom save, you control the target’s movement and next action, allowing you to force one attack or cast a cantrip-level jutsu using their body. They can attempt to save again at the end of each turn. While active, you are conscious but have disadvantage on Dexterity saves.

Mind Transfer Jutsu
You send your consciousness into another creature to take control of their body. On a failed Wisdom save, the target becomes Incapacitated, and you take full control of their actions while your real body becomes unconscious and prone. Each round, the target may retry the saving throw. If the target is reduced to 0 HP, you are forcibly returned and take 4d10 psychic damage.

Advent of a World of Flowering Trees
You create an enormous forest of flowering trees that release sleep-inducing pollen. All creatures in range must make a Constitution saving throw at the start of their turn. On a failure, they fall unconscious for 1 minute and can reattempt the save at the end of each turn. On a success, they become immune to the effect for the duration. The forest lasts for 10 minutes or until burned or dispersed, and creatures that sleep in the pollen regain no chakra or health.

Wood Clone Jutsu
You create a clone made of reinforced chakra-infused wood. The clone has 30 HP, your AC -1, and can use one of your known jutsu (level 3 or lower). Unlike Shadow Clones, Wood Clones do not vanish when hit unless reduced to 0 HP. They can also perform basic reconnaissance and disguise themselves as other people. Lasts for 1 hour or until destroyed.

Wood Release: Wood Dragon Jutsu
You summon a massive wooden dragon that lashes forward and coils around its target. The target must make a Strength saving throw. On a failure, the target is restrained and loses 1 jutsu slot or 6 chakra points per turn. On a success, the target takes half damage and suffers no restraint or drain. The dragon remains for 1 minute (concentration) and can be commanded each turn to attack or grapple. Especially effective against tailed beasts or chakra-based constructs.

Dance of the Seedling Fern
You cause a forest of massive bone spikes to erupt violently from underground, creating a deadly terrain. All creatures in a 60 ft radius must make a Dexterity saving throw, taking 10d10 piercing damage on a failure and becoming restrained and bleeding, or half damage on a success without restraint. The area becomes difficult terrain, and you can meld into the bone forest, gaining +5 AC and attacking with advantage from any point inside. The effect lasts for 1 minute or until the bone spikes are destroyed.

Dance of the Larch
You grow dozens of hardened bone spikes from your body and launch into a spinning strike. All enemies within 10 ft must make a Dexterity saving throw. On a failure, they take full damage and begin bleeding (2d6 per turn until healed). On a success, they take half damage and suffer no bleeding. While active, melee attackers take 2d4 piercing damage if they hit you. The spell lasts for 1 round per level of the spell (concentration).

Eight Trigrams: Air Palm Barrage
You unleash a wide-field chakra barrage, peppering enemies with palm strikes from afar. All creatures in a 60 ft cone must make a Dexterity saving throw, taking 6d6 force damage on a failed save, or half as much on a successful one. On failure, targets are also knocked back 10 ft. If cast after a Rotation or Chakra Pulse, all targets have disadvantage on the saving throw.

Eight Trigrams: Vacuum Palm
You fire a precise pulse of chakra from your palm, knocking enemies back. On hit, the target must make a Strength saving throw. On a failure, they are pushed 20 feet back and fall prone. On a success, they take half damage and suffer no knockback. This spell can knock enemies off ledges, cancel charging jutsu, or interrupt movement.

Eight Trigrams: 128 Palms
Unleash a rapid barrage of strikes targeting 128 chakra points, dealing 8d6 force damage. On a failed Constitution saving throw, the target loses 2 jutsu slots or 10 chakra points and is Stunned until the end of their next turn. On a successful save, they take half damage and are not stunned. Additionally, the target suffers disadvantage on spellcasting checks until they are healed or restored. This spell can only be used by those with the Byakugan, targeting a creature within its range.

Susanoo: Complete Form
You summon the towering avatar of Susanoo, a chakra warrior with wings and armor, granting you immense power and protection. While active, you gain +7 AC, immunity to non-magical damage, and resistance to all chakra-based jutsu. Your weapon attacks deal 10d12 force damage, and you can fly up to 60 ft per round. You may use Legendary Actions to unleash devastating attacks, including explosive arrows and sweeping sword strikes. However, you cannot cast other jutsu while active, suffer 2 levels of exhaustion afterward, and can only use this spell once per long rest.

Ice Release: Glacier Prison
You form an immense block of chakra-fortified ice around your target, encasing them in a prison of frost. The target must make a Dexterity saving throw; on a failure, they become stunned and restrained for 1 minute, while on a success, they take 6d10 cold damage without restraint. The ice block remains on the battlefield with an AC of 20 and 80 HP, and if shattered, it deals 4d10 cold and 4d10 piercing damage in a 10 ft radius.

Shikotsumyaku: Dance of the Clematis – Vine
You grow a massive drill-like bone spear from your body and launch a direct charge at a target. On a hit, the target takes 10d6 piercing damage and becomes restrained. If the target fails a Dexterity saving throw, they also suffer 2d6 bleeding damage at the start of their turns until healed. The bone spear remains after the attack, functioning as a weapon or shield, granting a +1 bonus to AC.

Boil Release: Vapor Style – Acid Mist
You exhale a corrosive mist that melts armor and chakra alike. All creatures in the area must make a Constitution saving throw, taking 6d6 acid damage on a failure and suffering disadvantage on AC-based checks. On a successful save, they take half damage.

Mangekyō Sharingan: Susanoo – Manifestation
You summon a powerful chakra avatar that provides both protection and offense. While active, you gain +5 AC, immunity to being grappled or restrained, and can make melee or ranged chakra weapon attacks as bonus actions, dealing 6d10 force damage. The avatar can also make opportunity attacks against enemies that move within 10 feet of you. This spell lasts for 1 minute, requiring concentration, and ends if you fall unconscious or lose concentration. Higher versions like Complete Susanoo can be unlocked at Level 9.

Ice Release: Crystal Ice Mirrors
You create a dome of shimmering ice mirrors in a 20-foot radius, centered on a point within 60 feet. Targets within the dome must make a Dexterity saving throw at the start of their turn or take 6d10 piercing damage and 3d6 cold damage. You can teleport between mirrors as a bonus action, and targets inside the dome have disadvantage on attacks not aimed at you. The spell lasts for 1 minute, but if three or more mirrors are destroyed (AC 18, HP 20 each), the spell ends early.

Mangekyō Sharingan: Amaterasu
You ignite your target in black flames that burn through anything. On a failed Dexterity saving throw, the target takes full damage and begins burning for 1 minute, taking 4d8 fire damage at the start of each of its turns. The flames can only be extinguished by powerful water release or specific jutsu. On a successful save, the target takes half damage and resists the burning effect.

Wood Release: Deep Forest Emergence
You cause an ancient forest to erupt from the earth, entangling and crushing all in its path. All creatures in a 60 ft radius must make a Strength saving throw. On a failed save, they take 10d10 bludgeoning damage, become Restrained, and begin suffocating under roots. On a successful save, they take half damage and are not restrained. The forest remains as permanent terrain, capable of sealing tailed beasts or suppressing chakra when combined with a sealing jutsu.

Particle Style: Atomic Dismantling Jutsu
You form a glowing cube of chakra that disassembles anything it touches at the molecular level. Creatures in the area must make a Dexterity saving throw, taking full damage on a failure and half damage on a success. Non-magical items are disintegrated upon contact, leaving the area permanently scarred and radiated with chakra residue, which counts as magical destruction for resistance purposes.

Tsukuyomi
You trap the target in a powerful illusion that distorts time and causes immense mental trauma. On a failed Wisdom save, the target is Stunned for 1 minute and takes 8d10 psychic damage, experiencing days of torture within a fraction of a second. On a success, the target takes half damage and is not stunned. This spell can only target one creature at a time and requires concentration.

Predictive Counterstrike
You read your opponent’s muscle movement and intercept their attack. As a reaction to a melee attack against you, gain +5 AC for that attack. If the attack misses, you can make a free melee attack in return. This spell does not break concentration on other jutsu when cast.

Byakugan: Chakra Pulse Counter
You release a burst of chakra from your tenketsu to repel attackers. All creatures within a 10 ft radius must make a Dexterity saving throw or be blasted away 15 ft. You become immune to opportunity attacks for the next round. This spell can be cast as a reaction to a melee attack that hits you, dealing half damage with no knockback.

Scorch Release: Heat Mirage
You create a shimmering aura of searing heat waves that engulfs your enemies in a 20 ft radius. All enemies must make a Constitution saving throw; on a failure, they take 6d8 fire damage and become Blinded and Disoriented until the end of their next turn, suffering disadvantage on attacks. On a success, they take half damage. This effect is automatically canceled by any Water Release jutsu.

Crystal Release: Shuriken Dome
You unleash a barrage of razor-sharp crystal shuriken in a 30-foot cone, forcing all creatures within to make a Dexterity saving throw. On a failed save, they take full damage and have their movement speed halved; on a successful save, they take half damage with no movement penalty.

Explosion Release: Point Detonation Palm
You strike your target with chakra that explodes a second later, dealing devastating force damage. On a hit, the target takes 5d10 force damage and must make a Dexterity saving throw or be blown 20 feet back and knocked prone, with half damage dealt to creatures in a 5-foot radius around the target on impact.

Wood Release: Binding Roots
You summon thick, living roots from the earth to trap and suppress chakra. On a failed Strength saving throw, the target is Restrained and Silenced for 1 minute, with the option to retry the save at the end of each turn. The roots are flammable but highly durable, possessing an AC of 16 and 60 HP.

Lava Release: Exploding Magma Fist
You coat your fist in molten lava and deliver a devastating punch to your target, unleashing explosive heat. Upon impact, the target must make a Constitution saving throw. On a failed save, they are blinded by steam and take full damage; on a successful save, they take half damage and suffer no additional effects. The impact leaves a 5-foot patch of burning terrain that deals 2d6 fire damage to any creature that stands in it.

Byakugan: 360° Sight
You activate your Byakugan to detect all movement and chakra nearby, gaining 360° sight and blindsight within a 60 ft radius. You can see through walls up to 1 ft of solid material, automatically detecting invisible or hidden creatures unless they are masked by a barrier or Genjutsu. This effect lasts for 10 minutes, and you gain a +2 bonus to Insight and Perception checks during its duration.

Ice Release: Ice Senbon Barrage
You unleash a flurry of razor-sharp ice needles in a wide arc, targeting all creatures within a 20-foot cone. The icy projectiles pierce through non-magical cover, dealing significant damage and hindering movement for those caught in the blast.

Sharingan: Genjutsu Lock
You trap a target in a Sharingan-based visual illusion. On a failed Wisdom saving throw, the target is Charmed for 1 minute, believing you to be an ally or frozen with indecision. They can retry the save at the end of each of their turns. You must maintain eye contact to keep the illusion active.

Front Lotus – Final Form
You grab your opponent, spiral upward at high speed, and crash down with a deadly release. The target must make a Constitution saving throw, taking full damage on a failure and being Restrained and Stunned until the end of their next turn. On a success, they take half damage. You also take 5d10 force damage and fall prone after the impact. This spell can only be used after opening the Fifth Gate or higher and cannot be used again until after a long rest.

Morning Peacock (Asakujaku)
Your fists ignite the air with each strike, forming a blazing barrage of blows. All creatures in a 10 ft cone must make a Dexterity saving throw. On a failure, they take full damage and are set ablaze, suffering 2d6 fire damage at the start of each of their turns for 1 minute. On a success, they take half damage and are not burned. You take 2d10 fire recoil damage from the friction of your strikes. This spell counts as magical fire for resistance and immunity purposes.

Night Guy (Yagai)
You channel the essence of a dragon, glowing red as you perform a final, suicidal charge. Dash in a straight line up to 100 ft, striking a single target and causing devastation in your wake. The target must make a Dexterity saving throw, taking full damage and becoming stunned for 1 minute on a failure, or half damage with no stun on a success. All non-magical terrain in a 20 ft radius around the impact zone is destroyed. After casting, you immediately fall to 0 HP and begin death saving throws at disadvantage. If revived, you suffer 3 levels of exhaustion.

Evening Elephant (Sekizō)
You unleash a rapid barrage of air-pressure punches in a 30 ft line, delivering five strikes that detonate one after the other. Each successful hit deals 6d10 bludgeoning damage and pushes the target 10 ft backward, but you suffer 4d10 recoil damage after the final strike.

Twin Lion Fist
You form twin chakra beasts around your fists, striking with immense precision and power. On a successful hit, the target must make a Constitution saving throw, losing all chakra points or spell slots for 1 round on a failure and becoming Frightened until the end of their next turn.

Gentle Fist: Rotation Barrage
You launch into a rapid, enhanced rotation with chakra-imbued strikes, targeting all enemies within a 10 ft radius. Enemies must make a Dexterity saving throw or take 6d8 force damage and be knocked 10 ft away; on a success, they take half damage and remain standing. While spinning, you gain +2 AC until your next turn and can deflect basic projectiles.

Superhuman Punch
Harnessing the power of chakra, you deliver a devastating punch that creates a crater upon impact. The target takes full damage and must succeed on a Strength saving throw or be knocked back 30 feet and fall prone, while nearby creatures are affected by the shockwave.

Gentle Fist: Eight Trigrams Sixty-Four Palms
You unleash a flurry of pinpoint chakra strikes, shutting down your enemy’s tenketsu points. The target must make a Constitution saving throw. On a failure, they lose all chakra regeneration and cannot cast spells or use jutsu requiring chakra until the end of their next turn, taking 8d6 force damage. Additionally, their movement is halved for 1 round due to chakra flow disruption.

Hidden Lotus
An enhanced Primary Lotus performed after unlocking deeper inner gates. This powerful melee attack unleashes a flurry of strikes that can stun the target, leaving them vulnerable to further attacks.

Primary Lotus
Wrap your enemy with bandages, launch into the air, and slam them into the ground. On hit, the target must make a Constitution saving throw. On a failure, they take full damage and are Stunned until the end of their next turn. On a success, they take half damage. You take 2d8 recoil damage due to high strain. This spell can only be used once per short rest.

Leaf Rising Wind
You perform a leaping uppercut kick to launch the enemy skyward. On hit, deal damage and force a Strength saving throw. If the target fails, they are launched 10 ft into the air and remain airborne until the start of their next turn. If used in combination with Lion’s Barrage, you gain advantage on the follow-up attack.

Lion’s Barrage
Unleash a powerful combo attack on an enemy that has been launched into the air. If the target is prone or restrained, you can make an immediate attack dealing full damage; otherwise, you deal half damage and lose your bonus action.

Gentle Fist: Chakra Disruption Strike
You strike at the opponent’s chakra pathway system, disrupting their internal flow of energy. On a successful hit, you deal 2d6 force damage and 2d4 chakra damage, forcing the target to make a Constitution saving throw. On a failure, they lose access to 1 jutsu slot or 3 chakra points, with no visible injury to show for it.

Leaf Hurricane
You unleash a high-speed spin kick aimed to knock your opponent off balance. On hit, deal 2d8 bludgeoning damage and the target must make a Strength saving throw or be knocked prone. If you cast this spell immediately after moving at least 15 ft in a straight line, you deal an additional 1d6 damage.

Expansive Truth-Seeking Ball
You unleash a black chakra orb that creates a dimensional singularity upon impact. The orb deals devastating force damage and has the potential to permanently banish the target to a hostile dimension, while also obliterating non-magical terrain in a wide radius.

Dimension Shift: Parallel Realm
You send a creature into a temporary parallel dimension, effectively banishing them to a copy of the battlefield. On a failed Wisdom saving throw, the target is banished for 1 minute, during which they can move and act but are completely separated from all others. If the spell ends early or the target is damaged in that realm, they return to the same position. On a successful save, the target takes 5d10 force damage instead.

Dimensional Portal
Open a rift between two points on the battlefield, creating a two-way portal with a diameter of 10 feet. Creatures and projectiles can move freely between the two locations for up to 1 minute, as long as concentration is maintained, or until the portal is closed. The spell can only be cast on flat terrain and requires the caster to have Space-Time Mastery or Rinnegan bloodline.

Amenotejikara
You can instantly switch places with a creature, object, or clone within range. This spell allows you to target any object or creature of size Large or smaller, enabling you to dodge attacks, escape binds, or redirect incoming jutsu. As a bonus action, you and the target instantly swap locations, and this effect can be used once per round while the spell is active. The duration of the spell is 1 minute, requiring concentration to maintain.

Interdiction Warp Field
You create a chakra field that destabilizes teleportation and dimension hopping within a 60-foot radius centered on you. For 1 minute (concentration), creatures cannot teleport, phase, or shift dimensions, and existing space-time effects are suppressed. Enemies attempting such effects must make a Constitution saving throw or their jutsu fails.

Mutually Instantaneous Revolving Technique
You and a marked ally instantly switch positions, allowing for strategic repositioning in combat. This spell can be used as a reaction to redirect an attack, trap, or jutsu, granting both users resistance to the triggering damage and causing them to become briefly blurred until the start of their next turn.

Kamui Shuriken
You throw a shuriken imbued with Kamui, causing anything it hits to be partially erased. On a hit, the target takes 8d10 force damage and must succeed a Constitution saving throw. Failure results in one limb or item struck being instantly warped away, causing crippling injury (disadvantage on related rolls until healed). Success results in full damage, but no dismemberment.

Kamui Sync: Dimensional Burst
Achieve perfect Kamui synchronization with both eyes, unleashing mastery over space-time. For 3 rounds, gain intangibility at will, teleportation as a bonus action up to 60 ft, and all jutsu and attacks ignore cover and pass through defenses. Additionally, cast any Kamui spell as a bonus action during this state. At the end of the duration, take 3 levels of exhaustion. This jutsu can only be cast once per long rest, and may be limited to story events.

Kamui: Remote Warp
You lock your Kamui eye onto a target and warp them toward your personal dimension. The target must make a Dexterity saving throw. On a failure, they are pulled into the Kamui dimension for 1 minute, completely removed from the battlefield. On a success, they resist the pull but take 6d10 force damage. While inside Kamui, the target is incapacitated, unconscious, and unaware of the real world. Only one creature may be trapped at a time.

Kamui: Intangibility Shift
You phase parts of your body into the Kamui dimension to avoid damage, gaining resistance to all damage and advantage on Dexterity saving throws. Once per round, you can become completely intangible as a reaction, causing a single attack, jutsu, or effect to automatically miss, but you cannot use offensive jutsu or make attacks while fully intangible.

Flying Raijin: Coordinated Assault
You weave a series of micro-teleports between marked points and allies to set up precision combat coordination. For 1 minute (concentration), you gain the ability to teleport as a bonus action once per turn to any marked seal or ally. When you teleport to an ally’s side, both of you gain advantage on your next attack. You may also swap places with an ally as a reaction once per round, perfect for tag-team combos and escape coordination.

Flying Raijin Slash
You teleport instantly to a marked target and deliver a precise assassination strike. The target must make a Dexterity saving throw, taking full damage and becoming stunned until the end of its next turn on a failure, or half damage with no stun on a success. This strike bypasses armor and natural defenses, treating AC as 10 unless magically enhanced. You may return to your starting position immediately after the strike if desired.

Flying Raijin: Guiding Thunder
You create a large summoning seal with a radius of at least 10 feet, allowing you to teleport up to 10 willing creatures from the seal's location to any other pre-marked Flying Raijin seal within a mile. All targets arrive simultaneously in a tight formation, generating a shockwave upon arrival that knocks enemies prone within a 10-foot radius (DC 16 Strength save). The seal fades after one use unless reinforced.

Flying Raijin: Level 2
You master instant, reflexive use of the Flying Raijin technique to teleport in and out of combat with flawless timing. For the next 1 minute (concentration), you may use your reaction once per round to teleport to a marked target, object, or location within 100 ft. You may teleport immediately before or after an attack, jutsu, or trigger, even during another creature’s turn. Your first melee or jutsu attack after teleporting deals an additional 4d10 force damage, and enemies have disadvantage on opportunity attacks against you for the duration. As a bonus action once per round, you can teleport to another marked seal and swap places with an ally. However, after the jutsu ends, you suffer 1 level of exhaustion due to the spatial strain.

Space-Time Reversal
You collapse the chakra space in a 30 ft radius area, rewinding the flow of battle slightly. All creatures in the area are returned to their position at the end of the previous round, with HP, chakra points, and effects reset to what they were at that point. This spell can only be used once per day and causes 1 level of exhaustion to the caster due to spatial strain.

Void Body Technique
You slip into a pocket of null-space, vanishing from the physical world. For up to 3 rounds, you are completely untargetable, immune to damage, and invisible. You may reappear at any location within 500 ft as a bonus action. While in the void, you can see and hear the real world in grayscale. Can only be used once per long rest.

Phase Step Technique
You become semi-corporeal, allowing you to pass through solid matter like mist. While phased, you can move through walls, jutsu barriers, and solid terrain without slowing, but you cannot attack, cast spells, or interact physically. If the phasing ends while you are inside an object, you are shunted to the nearest open space and take 6d6 force damage.

Flying Raijin: Mass Shift
You teleport yourself and up to 8 willing creatures to a pre-marked seal anywhere within 1 mile. This spell does not require line of sight and leaves a faint chakra trail detectable by advanced sensors, ensuring that all affected creatures land in a coordinated formation, making it ideal for emergency retreats or surprise raids.

Kamui: Dimensional Warp
You phase yourself or another creature into Kamui’s dimension. Choose one: Self - Become intangible for 1 minute (concentration). Physical attacks pass through you, but you cannot cast jutsu or affect the physical world. Other - Target creature within range must succeed a Dexterity save or be pulled into Kamui's pocket dimension for 1 minute. Can only store one creature at a time. Jutsu cannot be used again until after a short or long rest.

Flying Raijin: Instant Strike
You teleport to a marked target and strike them before they can react. The target must make a Dexterity saving throw, taking 8d6 force damage and becoming stunned for 1 round on a failure, or half damage with no stun on a success. You may choose to teleport back to your original position at the end of your turn.

Lightning Body Acceleration
Surge chakra through your nervous system to drastically boost your reflexes. Until the end of your next turn, you gain +10 AC, advantage on Dexterity saving throws, and can take 2 additional actions (Dash, Disengage, or Attack once). Afterward, you take 2d8 lightning damage from bodily strain.

Teleportation Jutsu: Blink Gate
You open a short-lived spatial rift between two points, allowing you and up to 3 willing creatures within 10 feet to teleport to any visible location within range. The gate lasts for 1 round, and anyone passing through it uses no movement, but cannot teleport through solid barriers. A brief pulse of chakra is left visible to sensors after use.

Chakra Dash: Afterimage Blitz
You move in a blur, leaving behind shimmering afterimages. Your movement speed triples this turn, and you leave 3 afterimages in your previous spaces—enemies must make a DC 15 Wisdom (Insight) check to determine your real location. The next attack against you before your next turn has disadvantage.

Flying Raijin: Marked Teleport
You teleport instantly to a previously placed seal or marked object, allowing for strategic repositioning in combat. The mark lasts for 24 hours and can be placed on a creature, item, or surface, enabling you to escape danger without provoking opportunity attacks.

Rolling Evasion
You quickly twist and roll with a chakra-assisted dodge, allowing you to evade attacks with agility. As a reaction, you may move up to 10 ft and gain +4 AC against the triggering attack. If this avoids the attack, you may move an additional 10 ft away, even while prone or restrained, breaking free for the duration of the movement.

Swift Step
You flood your legs with a burst of chakra to accelerate instantly. Until the start of your next turn, your movement speed increases by 20 ft, and opportunity attacks against you have disadvantage. If you Dash on your turn, you may move across vertical surfaces without falling.

Chakra Boost Step
You surge chakra to your legs for explosive momentum, doubling your movement speed for 1 turn. You ignore difficult terrain, and your jump distances are tripled. If you move at least 20 ft in a straight line, your first melee attack deals an extra 2d6 bludgeoning damage.

Shadow Step Technique
You step through a pool of shadow and reappear from another, teleporting to a space within 30 feet that is in dim light or darkness. This spell grants you advantage on your next Stealth check, and if cast from within full shadow, you become invisible until the start of your next turn.

Wall Run
You channel chakra to your feet, allowing you to run along walls or ceilings for 1 round. You gain spider climb movement (30 ft max) for the duration, but must maintain concentration while upside down, and the spell has no effect if you are grappled or restrained.

Pact Enhancement Seal
You perform a sealing ritual that enhances the strength of your summoned creatures. For the next hour, all summoned creatures you call gain +2 AC, 20 temporary HP, and advantage on saving throws against jutsu. You may only perform this seal once per long rest.

Reverse Summoning: Targeted Rescue
You tag an ally with a summoning mark, allowing you to teleport them to safety when they drop to 0 HP or are affected by an area of effect attack. The tag lasts for 8 hours, and you can only have one tag active at a time, ensuring swift rescue from danger.

Summoning Scroll Seal
You seal up to 3 creatures or objects (Small or smaller) into a summoning scroll. The scroll weighs nothing when full and is immune to basic water and fire damage, allowing for safe storage of ninja animals, tools, weapons, or prepared constructs. You may unseal the stored items as a bonus action.

Contract Realm Link
You create a temporary link to the summon’s home dimension, allowing for communication, observation, and requests for aid from your summons. This link lasts for 10 minutes and is essential for performing reverse summoning, upgrading contracts, or gaining special training. Additionally, it may enable summoned allies to speak to the party or transfer chakra.

Summoning Contract Seal
You inscribe a binding chakra contract with a summon family, such as Toads, Slugs, or Snakes. This spell allows you to access all jutsu associated with that summoning type, provided you have the creature's consent or have completed a ritual trial.

Summoning: Divine Beast Avatar
You summon an ancient chakra avatar, such as a mythical phoenix, dragon, or elemental titan, to fight alongside you. This powerful creature has a Challenge Rating of 17–20, possesses elemental breath attacks, can fly, has legendary resistances, and is immune to jutsu effects. Upon summoning, you expend half of your current chakra, and the avatar remains for 1 minute while you concentrate. After the spell ends, a mark of chakra is left behind, visible to sensory types for 24 hours.

Summoning: Demonic Statue of the Outer Path
Summon the Gedō Mazō, the husk of the Ten-Tails, as a CR 20+ construct that acts at the GM's discretion. It drains chakra from all creatures within a 100 ft radius, causing them to lose 1d10 chakra each round. The statue can unleash devastating shockwaves or use chakra chains to bind tailed beasts. Only those with the full Rinnegan can command it; others risk death or backlash. Summoning requires preparation and GM permission.

Summon Katsuyu – Queen of Slugs
You summon Katsuyu, a massive slug with the ability to divide and heal. While active, all allies within 60 feet regain 2d8 hit points at the start of their turns. Katsuyu can split into hundreds of mini-slugs to teleport to allies for battlefield healing, and has abilities such as Regeneration and Acid Spit. The spell lasts for 10 minutes or until dismissed, providing significant support to your party.

Summoning: Gamabunta
You summon Gamabunta, the Chief Toad of Mt. Myoboku, to aid you in battle. This powerful ally possesses the stats of a CR 14 creature, wielding a massive blade and capable of using Water Bullet jutsu and an AoE Oil Spray. Gamabunta is intelligent and will only obey if respected or in dire situations, lasting for 10 minutes or until dismissed. He may refuse to fight if you have not earned his respect, so treat him with honor.

Summoning: Elemental Guardian Beast
You summon a powerful chakra beast formed from your chosen element (fire, earth, water, wind, or lightning). This beast acts as your ally, obeying your commands and utilizing thematic jutsu or breath attacks based on its elemental nature. It remains for 10 minutes or until it is reduced to 0 HP, providing both offense and defense in battle.

Summoning: Manda
You summon the colossal serpent Manda, a legendary creature that demands immediate payment or sacrifice. If angered or unpaid, Manda may turn against you, wreaking havoc in the battlefield. The serpent has burrow movement and multiple attacks, making it a formidable ally or a dangerous foe.

Summoning: Monkey King Enma
You summon Enma, the Monkey King, to fight at your side. Enma can either engage in combat independently or transform into an Adamantine Staff that you can wield. He has a distinct personality and may refuse to assist if disrespected. The spell lasts for 10 minutes or until Enma chooses to leave.

Summoning: Triple Rashomon Gates
You summon three demonic Rashomon gates as indestructible barriers. Each gate provides three-quarters cover and can absorb 50 points of damage before cracking. The gates can absorb jutsu damage and physical attacks, standing side by side or in a wedge formation. The spell lasts for 1 minute or until the gates are destroyed.

Summon Toad Warrior
You summon a medium-rank warrior toad that fights alongside you for 10 minutes or until it is reduced to 0 HP. This toad can follow basic verbal commands and has a ranged attack (Water Bullet or Oil Spray) and a melee attack (blade or tongue lash).

Reverse Summoning: Safe Retreat
You teleport to a location tied to your summoning contract, such as Mt. Myoboku, the Snake Cave, or a summoning seal. This spell can only be cast if you have prepared a seal or pact with a summoning location and allows you to bring one willing creature with you. However, it cannot be used while you are restrained or unconscious.

Summoning: Minor Toad Ally
You summon a small toad ally that acts as a friendly creature, capable of assisting you in various tasks or engaging in combat. This toad remains for 10 minutes or until dismissed, and requires a signed toad contract or equivalent pact to summon.

Smoke Clone
You summon a temporary clone of yourself made of smoke and chakra. This clone mimics your appearance and acts as a distraction, imposing disadvantage on enemy attacks targeting you until it is destroyed. The clone has 1 HP and an AC of 13, lasts for 1 minute or until destroyed, and cannot cast jutsu or attack.

Summoning: Weapon Scroll
You summon a weapon or tool stored in a chakra-sealed scroll, instantly drawing a previously sealed weapon (up to 50 lbs) into your hand. This spell can include custom or enhanced weapons and is often used in combination with ninja tool scrolls, allowing for versatile combat options.

Summon Ninja Hound
You summon a small ninja hound, trained for tracking and support. This hound has stats similar to a wolf, with a +2 bonus to Intelligence and Insight, allowing it to understand and follow complex commands. It lasts for 10 minutes or until dismissed or reduced to 0 HP. The hound cannot attack unless the GM grants it a special breed, such as Fang.

World-Stopping Seal
You unleash a mythic-level fūinjutsu that halts all chakra-based activity in a 60-foot radius area. All creatures that fail a Wisdom saving throw are unable to use chakra, cast jutsu, or activate chakra-enhanced features for 1 minute, including transformations, kekkei genkai, cursed seals, or bloodline abilities.

Reaper Death Seal
You summon the Shinigami and offer your soul to bind another. On a failed Constitution save, the target is sealed into your body permanently, causing your instant death and soul consumption. If they succeed, they take 10d10 force damage, leaving you at 1 HP and paralyzed. Resurrection is impossible without Shinigami intervention, and the seal can only be undone by divine or GM-determined means.

Sealing Barrier: Deadlock Formation
Creates an immovable, glowing chakra dome that traps all creatures within its radius. The dome cannot be exited, teleported through, or broken by any jutsu under level 9, providing a strategic advantage in combat or during critical situations.

Eight Trigrams Sealing Style
You inscribe a powerful seal on a creature or object, sealing a massive chakra presence within. On a failed Constitution save, a creature of size Large or smaller is sealed inside a living host or scroll. If the target is willing or unconscious, no save is required. While sealed, the creature is incapacitated and unaware of time. The seal may only be broken by a specific ritual or matching key jutsu. This spell is often used to seal tailed beasts, summoned entities, or massive chakra constructs.

Sealing Art: Tailed Beast Suppression
You form a specialized seal that suppresses large chakra sources. On a failed Constitution save, a Jinchuriki or chakra-enhanced creature loses access to all jutsu above level 5 and any transformation effects for 1 minute. The target may retry the save at the end of each turn, and success ends the effect early. The seal leaves a residual mark that lasts 24 hours, serving as a cosmetic reminder of the suppression.

Forbidden Binding Seal
You summon a forbidden chain seal that binds and suppresses your target. The target must make a Strength saving throw or be Restrained and unable to cast spells for 1 minute. They can repeat the saving throw at the end of each of their turns. If the target fails three saving throws, the seal becomes permanent unless removed with high-level fūinjutsu.

Chakra Absorption Seal
You place a seal that leeches chakra from a creature or multiple enemies. Affected creatures must make a Constitution saving throw or lose 4d6 chakra points or 1 spell slot. You regain half the drained energy as temporary hit points. If placed as a trap (takes 1 minute), the first creature to step in range is affected automatically.

Reverse Sealing Technique
You attempt to reverse an existing seal or redirect its chakra. This spell can cancel, invert, or redirect an active seal or barrier. If targeting a hostile seal on a creature, they must succeed a Dexterity saving throw or have it removed or disabled. Additionally, you can turn a chakra field back onto its creator, forcing them to take its effects.

Sealing Barrier: Four Corner Formation
You and three allies each place a seal tag to erect a four-sided chakra barrier. This barrier prevents anything from entering or exiting unless it is broken, possessing an AC of 20 and 150 HP. All creatures within the barrier must succeed on a Constitution saving throw each turn or take 3d6 force damage. The barrier lasts for 1 minute and requires concentration to maintain. Once placed, it cannot be moved.

Sealing Art: Four Symbols Seal
You place a powerful chakra seal on a target or object. On a failed Constitution saving throw, the creature is unable to use jutsu above level 3 for 10 minutes and blocks the effects of active chakra-enhancing transformations. This spell can also be used to seal chakra-infused items or cursed objects. The seal can be broken with a DC 18 Arcana or Sealing Tools check, or a Dispel Seal jutsu.

Sealing Art: Curse Mark Suppression
You suppress an active curse mark or chakra surge on a willing or unwilling target. On a successful Wisdom saving throw, the target's curse mark abilities or uncontrolled transformations are suppressed for 10 minutes, and it can also remove effects like Bloodlust, Berserk, or Uncontrolled Cloak if used quickly enough. However, it cannot remove permanent marks or bloodline seals.

Sealing Art: Minor Chakra Suppression Field
You create a 30-foot radius zone centered on yourself or a point within range that suppresses chakra usage. Creatures attempting to cast jutsu within this area must make a Constitution saving throw; on a failure, the jutsu fails and the chakra is wasted, while on a success, the jutsu proceeds as normal. This effect lasts for 1 minute and requires concentration to maintain. Note that sealing jutsu and taijutsu are unaffected by this spell.

Barrier: Chakra Containment Seal
You seal an object or creature inside a physical item such as a scroll, tag, or box. The seal can contain a creature of size Medium or smaller, provided they are unconscious or willing. If used in combat, the target must be paralyzed, restrained, or at 0 HP. The seal lasts for 1 hour or until dispelled.

Sealing Art: Paper Tag Bind
You throw a fūinjutsu tag that wraps around the target and seals their movement. On a failed Dexterity save, the target is Restrained until the start of their next turn. If cast on an object, the tag prevents it from being used unless removed or destroyed (AC 10, HP 10).

Sealing Art: Chakra Lock
You disrupt a creature’s chakra flow with a small fūinjutsu mark. On a failed Constitution saving throw, the creature cannot cast jutsu above level 1 until the end of its next turn and has disadvantage on concentration checks. The seal fades after 1 round or if the creature is healed.

Genjutsu: Izanami
You trap your opponent in an endless, looping illusion based on pre-determined sensory triggers—actions, sights, and sounds. The target must make a Wisdom saving throw; on a failure, they become Incapacitated and relive the same scenario endlessly, unable to take actions or react. This loop can only be broken by willingly acknowledging their true nature or mistake. On a success, the target suffers 5d10 psychic damage. The spell lasts until the condition is fulfilled or the caster ends concentration. After casting, the caster loses vision in the eye that used Izanami, becoming permanently blind. If only one Sharingan remains, the caster cannot use this jutsu again unless surgically replaced or restored.

Genjutsu: Soul Reflection Technique
You force a creature to confront a perfect illusion of themselves—one that speaks and acts in opposition to their will. On a failed Wisdom save, the target becomes Stunned for 1 round and must use their next turn to attack an ally or take a self-destructive action. On a success, they resist the control but still suffer 3d10 psychic damage.

Genjutsu: Binding of the Moonlit Void
You envelop the target in a stasis-like dreamscape that feels like an eternity. On a failed Wisdom saving throw, the target is Incapacitated for up to 1 minute, suffering 2d10 psychic damage each turn as their mind endures torment. They may retry the save at the end of each turn with disadvantage. If they drop to 0 HP inside the illusion, they awaken at 1 HP, mentally scarred.

Genjutsu: Death Mirage
You force the target to see their own death in vivid, horrifying detail. On a failed save, the target takes 10d8 psychic damage, becomes Frightened, and is Paralyzed until the end of their next turn. On a success, they take half damage and resist the fear. This spell cannot target constructs or mindless creatures.

Genjutsu: Izanagi
You rewrite reality for a brief moment, turning any injury or death into an illusion. For the next 1 minute, you may negate any damage, death, or condition, treating it as if it never occurred. Once used, the Sharingan used to cast Izanagi goes blind permanently, and cannot be cast again unless the user has a second Sharingan.

Eye of the Moon Projection
You project a blinding Genjutsu through your eye in a wide arc, affecting all creatures in a 60 ft cone. Those who fail a Wisdom saving throw take 5d10 psychic damage and are charmed for 1 minute, viewing you as a divine savior or messianic figure. The charm ends early if the affected creatures are harmed.

Genjutsu: False Afterlife
You weave a powerful illusion that convinces the target they have died and entered the afterlife. On a failed Intelligence saving throw, the target falls Unconscious for 1 minute and cannot be awakened unless they take damage. Upon awakening, they are Stunned for 1 round and suffer 4d10 psychic damage. On a successful save, the target takes half damage and resists falling Unconscious.

Genjutsu: Crushing Guilt Illusion
You force the target to relive a personal tragedy or moral failure, overwhelming them with guilt and fear. On a failed Wisdom saving throw, the target takes 6d10 psychic damage and becomes Frightened, unable to willingly move toward you for the duration of the spell.

Genjutsu: Total Perception Collapse
Overload a creature’s senses so drastically that they lose all ability to interact with reality. On a failed Intelligence saving throw, the creature is Blinded, Deafened, and Incapacitated for 1 minute, believing they are floating in a void or drowning in chaotic stimuli. They may retry the save at the end of each turn to end the effect.

Genjutsu: Infinite Tsukuyomi
Cast an illusion over the entire world by reflecting your eye off the moon. All creatures within range who can see the moon must make a Wisdom save (DC 20) Failure: Target is placed into a permanent dream-like state (stasis); they become unconscious and paralyzed Success: Target remains awake but is still slowed and disoriented (disadvantage on actions for 1 minute) This jutsu requires a ritual and access to the God Tree or equivalent chakra source Cannot be cast in combat; world-altering story event only. Rinne Sharingan Required

Kotoamatsukami
Implant a suggestion so powerful that the target believes it is their own thought. On a failed Wisdom saving throw, the target follows a complex suggestion without realizing they’ve been influenced. The effect lasts up to 24 hours or until a direct contradiction in their values occurs. This spell cannot be detected by normal Genjutsu detection. Once used, this jutsu cannot be used again for 7 days.

Genjutsu: Infinite Labyrinth
You create a mesmerizing illusion that traps your enemies in a looping maze of shifting false surroundings. Targets within a 30-foot radius must succeed on an Intelligence saving throw or become incapacitated, unable to take actions, reactions, or move for the duration of the spell. Affected creatures can attempt to break free by retrying the saving throw at the end of each of their turns. The spell lasts for 1 minute, requiring concentration to maintain.

Genjutsu: False Death Spiral
You cause the target to experience their own slow, painful death over and over, trapping them in a nightmarish illusion. On a failed save, they take 10d10 psychic damage, become Incapacitated for 1 round, and are Frightened until the end of their next turn. On a successful save, they take half damage and ignore the incapacitation.

Genjutsu: Bringer-of-Darkness Technique
You blanket a wide area in a complete sensory illusion of darkness, affecting all creatures within a 60-foot radius. Those who fail their Wisdom saving throw are Blinded and Deafened for 1 minute, unable to perceive their surroundings. The illusion cannot be dispelled by light or sound-based spells, and affected targets can retry the saving throw at the end of each of their turns. You and selected allies are immune to this effect.

Genjutsu: Tsukuyomi
You trap the target in a world where you control time and perception. On a failed Wisdom saving throw, the target experiences several days of mental torment in a second, taking 8d10 psychic damage and becoming Stunned for 1 round. On a successful save, the target takes half damage and resists the stun. A target cannot be affected again by Tsukuyomi for 24 hours. Uchiha Only or Requires Mangekyō Sharingan

Genjutsu: Terror Projection
You force the target to perceive their greatest fear attacking them. On a failed Wisdom saving throw, the target is Frightened and takes 4d10 psychic damage, fleeing each turn. On a successful save, the target is shaken, takes half damage, but is not frightened.

Genjutsu: Endless Loop
You trap the target in a loop of false turns and repeated actions. On a failed Intelligence saving throw, the creature cannot take reactions and must repeat its previous action on its next turn, losing its movement for the round. The affected creature believes time is looping, becoming disoriented and confused. This effect lasts for 1 minute, requiring concentration, and the target can attempt to save at the end of each of its turns.

Genjutsu: Phantom Clone Ambush
You create the illusion of multiple shadow clones rushing towards a target, overwhelming their senses. The target must make an Intelligence saving throw; on a failure, they take 6d6 psychic damage and are Frightened for 1 round. On a success, they take half damage and are not frightened. Creatures immune to fear still suffer the psychic damage.

Genjutsu: Dusk Mirage
You plunge the target into a dreamlike illusion of shifting shadows and sounds. On a failed save, the target is Blinded and Deafened for 1 minute, suffering disadvantage on Dexterity saving throws and Wisdom checks. The target can repeat the saving throw at the end of each of their turns to end the effect.

Genjutsu: Tree Binding Death
You create the illusion of tree roots or vines binding your target, ensnaring them in a vision of their own demise. On a failed Wisdom saving throw, the target becomes Paralyzed for 1 round, perceiving a haunting vision of their death, and the next attack against them has advantage and is a guaranteed critical hit if it lands. The illusion dissipates if the target takes any damage during this time.

Genjutsu: Illusory World Shift
You plunge a target into a complete false reality, incapacitating them and causing them to suffer psychic damage as they struggle to discern illusion from reality. The target must make an Intelligence saving throw; on failure, they are incapacitated for 1 minute, taking 4d6 psychic damage each round and losing access to reactions. They can retry the saving throw at the end of each turn, and if the damage would reduce them to 0 HP, they awaken violently with 1 HP.

Genjutsu: Inescapable Gaze
Your Sharingan locks a creature in a moment of paralyzing fear or awe. The target must succeed on a Wisdom saving throw or be paralyzed for the duration, perceiving a personal fear or failure haunting them. At the end of each of their turns, they may reattempt the saving throw with disadvantage. The spell lasts for 1 minute, requiring concentration to maintain.

Genjutsu: Phantasmal Army
You conjure a terrifying illusion of a rushing army, clones, or summoned beasts that fills a 30-foot radius sphere within range. Creatures of your choice within the area must make a Wisdom saving throw or become Frightened for 1 minute, compelled to use their action to flee from the illusion. Creatures that succeed on the saving throw are immune to this effect for 24 hours.

Genjutsu: Mirror Memory Trap
You weave a complex illusion that traps the target's short-term memory in a loop, causing confusion and hesitation. The target must succeed on an Intelligence saving throw or be stunned until the end of their next turn, forgetting the previous round entirely and losing their reaction.

Genjutsu: Demonic Illusion Prison
You trap a creature in a looping illusion of imprisonment or trauma. The target must succeed on a Wisdom saving throw or become paralyzed for 1 minute, believing it is in a real, threatening scenario. The target can repeat the saving throw at the end of each of its turns to break free.

Genjutsu: Illusory Soundscape
You create a mesmerizing soundscape filled with illusory whispers, commands, battle cries, or screams, filling a 30-foot radius area within 120 feet. All creatures of your choice in the area must make a Wisdom saving throw; on a failure, they suffer disadvantage on saving throws against being frightened or charmed for the next minute.

Genjutsu: Binding Illusion
You create an illusion of chains, vines, or other binding materials that ensnare a target, paralyzing them with fear. The target must make a Wisdom saving throw to resist the effect, becoming restrained if they fail.

Genjutsu: False Surroundings
You alter the target’s perception of the terrain around them, creating an illusion that confuses and disorients. All creatures in a 20-foot cube within 60 feet must succeed on an Intelligence saving throw or treat the area as difficult terrain, suffering disadvantage on Perception checks and ranged attacks for the duration.

Genjutsu: Flickering Clone
You create illusory clones of yourself that mimic your movements, creating confusion among your enemies. Targeted creatures have disadvantage on attack rolls against you until the start of your next turn, and if they succeed on a Wisdom saving throw, the illusion is dispelled for that creature.

Genjutsu: Minor Hallucination
You create a fleeting visual or auditory illusion that distracts a creature's senses. The target must succeed on a DC 13 Intelligence saving throw or suffer disadvantage on their next attack roll or skill check, as they are momentarily confused by the illusion.

Chakra Harmony
You balance the chakra between multiple targets, redistributing hit points or chakra points freely among the chosen creatures. Each participant must be willing, and you can transfer a maximum of 40 HP or 10 chakra points total among up to 3 creatures within range.

Absolute Medical Barrier
You create a stationary chakra field that continuously heals allies and shields their wounds. All allies in the zone regain 2d10 HP at the start of each of their turns, and if an ally falls to 0 HP, they’re instantly stabilized. The barrier lasts for 1 minute (concentration) or until you move or are incapacitated.

Revive Chakra Core
You channel pure chakra into the core of a dead shinobi to reignite life. This spell revives a creature that has been dead for up to 10 minutes, restoring them to life with half their maximum hit points, no exhaustion, and full chakra. However, the revived creature cannot cast or use jutsu above 5th level for 1 hour after being revived. You cannot cast this spell again until after a long rest.

Forbidden Healing Seal
You place a forbidden healing mark that sacrifices your chakra to sustain another. The target gains regeneration 15 for 1 minute, but each time they regenerate, you lose 1d6 HP. If you fall unconscious, the regeneration ends. Only one seal can be active at a time.

Chakra System Rewire
You manually reconnect a creature’s chakra network after internal damage, allowing them to regain vitality and restore their abilities. The target regains 10d10 hit points and is freed from any Chakra Suppression, Drained, or Jutsu Sealed effects, enabling them to cast spells or use jutsu normally once more. However, the effort takes a toll on you, inflicting 3d6 psychic damage as you channel the energy.

Rebirth Circle
You create a circular seal of life beneath you, reviving all dead allies who died within the last minute at half their maximum HP. Unconscious allies regain 6d10 HP, and all major conditions such as Stunned, Paralyzed, Poisoned, Bleeding, and Cursed are removed. After casting, you fall to 0 HP but stabilize, and this spell can be used once per long rest, with the GM having the discretion to limit its use to key story moments.

Supreme Chakra Restoration
You surge a vast pool of chakra into allies to restore their energy and power. Each target regains 6d8 HP, and also regains 2 expended jutsu slots or 6d6 chakra points. Conditions like Chakra Suppression or Drained are removed instantly. This spell cannot be used again until after a long rest.

Mystic Rebirth
The ultimate forbidden technique—used to recover from fatal wounds by forcibly regenerating every cell in your body. When you drop to 0 HP, this jutsu activates instantly, allowing you to regain all HP, end all conditions, and remove one level of exhaustion. For the next 1 minute, you regenerate 10 HP at the start of each turn. After use, you gain 2 levels of exhaustion and cannot regain HP from spells until after a long rest. This spell can be used once per campaign unless the GM permits reactivation through major story advancement.

Life Preservation Seal
You inscribe a temporary seal on a creature’s chakra network to prevent death. The seal lasts for 1 minute or until triggered, ensuring the target remains alive even in dire situations.

Mitotic Regeneration Technique
Accelerate the target’s cell replication to unnatural speed, allowing them to regain vitality and overcome debilitating conditions. The target regains 12d8 hit points instantly, removes two negative conditions such as Lame, Burned, or Crippled, and automatically succeeds their next death saving throw if needed. However, the caster suffers from chakra exhaustion, taking 2d6 damage as a consequence of this powerful technique.

Chakra Relink Technique
You create a temporary chakra bond between two allies, allowing them to share damage and healing. For the duration, damage taken by one target can be split evenly with the other, and healing applied to one can be distributed across both. The bond lasts for 1 minute, requiring concentration, and ends early if either participant drops to 0 HP.

Revive Pulse Technique
You deliver a concentrated surge of chakra to a fallen ally. If the target died within the last minute, they are revived with 1 HP. If the target is unconscious or at 0 HP but alive, they instead regain 5d10 HP. If this is the second time you've used this spell in a day, you take 1 level of exhaustion.

Internal Rejuvenation Technique
You flood the target’s organs and internal systems with chakra to restore vital function. This powerful technique restores 10d6 hit points, ends one major injury (such as a collapsed lung, damaged chakra coil, or paralyzed limb), and removes 1d4 levels of exhaustion (choose one per casting).

Mass Condition Purge
You unleash a powerful wave of energy that purges debilitating chakra effects and conditions from your allies. Choose up to four targets within range; each target has one major condition removed, such as Blinded, Deafened, Paralyzed, Charmed, Frightened, or Cursed. If the condition was caused by a jutsu, it is suppressed for 1 minute instead.

Advanced Chakra Scalpel
Form razor-thin chakra blades around your hands, allowing you to either heal or attack with precision. When used to heal, the target regains 4d8 HP and removes one limb-based injury. When used to attack, it deals 6d6 slashing damage that bypasses armor, and critical hits disable the struck limb. The effect lasts for 1 minute, requiring concentration to maintain.

Mass Healing Pulse
Release a massive wave of healing chakra that revitalizes allies within range. Up to 6 creatures of your choice regain 5d10 hit points, and any Poisoned or Chakra Suppressed conditions are removed. Additionally, each target gains temporary hit points equal to your spellcasting modifier, bolstering their resilience in battle.

Chakra Thread Field
You create a web of chakra threads that automatically patch wounds and stabilize nearby allies. All unconscious allies in range are stabilized, and allies regain 2d10 HP and can stand without using movement. Any ally that drops to 0 HP in the next minute is stabilized automatically.

Revitalizing Chakra Surge
You transfer a burst of chakra into an ally, restoring their energy and enhancing their stamina. The target regains up to two expended jutsu slots or 4d8 chakra points, and gains advantage on Constitution and Dexterity saving throws for 1 minute. You cannot cast this spell again until after a long rest.

Cellular Regrowth Technique
A powerful healing jutsu that rapidly regenerates cells, even from grievous wounds. The target regains 8d10 hit points and can remove one of the following conditions: Paralyzed, Petrified, or Lame. If the target was unconscious, they are fully restored to action.

Mystic Palm Regeneration
You pour continuous, expert-level chakra into a target, mending tissue and boosting their natural regeneration. The target regains 6d8 + your spellcasting modifier HP, and one of the following conditions is ended: Stunned, Bleeding, Burned, or Blinded. Additionally, the target regains 1 extra hit die to use during their next short rest.

Cleanse Toxin
You purge chakra-interfering poisons and venoms from a creature’s system, ending any Poisoned, Nauseated, or Chakra Disruption effects. If the target was poisoned, they regain 2d10 hit points, and if cast within 1 round of being poisoned, the effect is completely negated.

Chakra Limb Restoration
By weaving complex chakra threads, you restore mobility to damaged limbs. This spell restores functionality to a broken, paralyzed, or severely wounded limb, allowing the target to regain 3d10 HP and removes conditions such as Lame or Disarmed. However, it does not restore fully lost limbs, which requires higher-rank jutsu.

Numbing Aura Technique
You emit a calming chakra pulse that dulls pain, granting resistance to piercing, bludgeoning, and slashing damage to all creatures of your choice within a 10 ft radius. This spell can be used as a reaction when multiple allies are hit by a single attack or effect, providing them with a moment of relief until the start of your next turn.

Chakra Transfer Technique (Basic Form)
You willingly transfer part of your chakra to another, allowing them to regain either an expended spell slot or 1d8 chakra points. However, using this technique more than once before a long rest results in you taking 1 level of exhaustion.

Vital Surge
You surge restorative chakra into a creature’s nervous system, revitalizing their life force. The target regains 1d10 + your spellcasting modifier hit points, and if they are unconscious but stable, they regain 1 hit point and awaken. Additionally, the target gains advantage on death saving throws for the next minute, bolstering their chances of survival.

Medical Scan
You analyze a creature's body using a small stream of diagnostic chakra. You learn the target’s current HP, any conditions affecting them, and their disease or poison status. Additionally, you gain advantage on your next Medicine check against that target within 1 minute.

Field Medic Transfer
You use chakra to heal from a distance, choosing up to two creatures within range. Each target regains 3d6 + your spellcasting modifier HP, and you may move each target 5 ft as part of the healing, tugging their chakra toward safety.

Cellular Activation Technique
This spell accelerates the body's natural regenerative processes, allowing the target to recover quickly from injuries and ailments. Upon casting, the target regains 4d10 hit points and can end one of the following conditions: Poisoned, Paralyzed, or Blinded.

Healing Palm Technique
You channel medical chakra into a wounded creature, allowing them to regain vitality. The target regains 3d8 + your spellcasting modifier hit points and, if affected, the Bleeding condition is removed. Alternatively, you can stabilize a dying creature, restoring them to full hit points instead.

Chakra Coating
You form a light layer of defensive chakra around an ally, enveloping them in a protective aura. The target gains temporary hit points equal to 1d8 plus your spellcasting modifier, lasting for 10 minutes or until depleted.

Pulse of Focus
Release a focused wave of chakra to stabilize the body and mind. This spell ends the Frightened or Charmed condition on the target and grants them advantage on their next concentration check before the start of their next turn.

Minor Chakra Stitch
You seal a shallow wound using a thread of chakra, allowing the target to regain 1d4 hit points. If used during stabilization, the target automatically succeeds on one death saving throw, providing a crucial lifeline in dire situations.

Chakra Dome Technique
You create a semi-transparent chakra sphere that envelops you and your allies within a 15-foot radius. All allies inside gain immunity to critical hits and resistance to all jutsu damage, while the dome has 150 HP and lasts for 1 minute or until destroyed. While inside the dome, you cannot cast spells or make attacks outside of it.

Jade Shield Bloom
Summons a burst of sharp-edged crystal petals that encase the caster and allies, granting half cover to all creatures within a 10 ft radius. The shield explodes when broken, dealing 4d6 slashing damage to enemies within the area.

Reflecting Mirror Barrier
This spell creates a shimmering barrier around the caster or a target within 30 feet, reflecting the first jutsu that targets them each round back to the original caster. The caster must succeed on a chakra control check (DC = 10 + jutsu level) to match the jutsu's level for the reflection to occur, lasting for 1 minute or until it has reflected 3 jutsu.

Sealing Art: Chakra Suppression Field
You create a 20-foot radius field centered on a point within 60 feet, suppressing enemy jutsu. Creatures within the area must succeed on a DC 16 spellcasting ability check to cast any jutsu; on failure, their chakra is canceled and wasted. The field lasts for 1 minute, requiring concentration to maintain.

Lightning Style: Chakra Armor
Surround your body with crackling chakra armor, granting you resistance to lightning and force damage. Melee attackers take 2d8 lightning damage upon hitting you, and you gain +10 movement speed along with advantage on Strength saving throws. The effect lasts for 1 minute, requiring concentration to maintain.

Stone Skin Technique
Your skin hardens into a layer of stone, providing a protective barrier against physical attacks. While this spell is active, you gain a +2 bonus to your Armor Class and resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Full Tailed Beast Transformation
You transform into your Tailed Beast, becoming a colossal chakra entity with immense power. In this form, you gain enhanced physical attributes, devastating melee attacks, and the ability to cast powerful jutsu without consuming chakra. You also gain legendary resistance and immunity to most damage types, allowing you to dominate the battlefield for a short duration.

Tailed Beast Cloak: Version 2 (Controlled)
The chakra cloak condenses into a fleshy, skeletal avatar of the Tailed Beast, enhancing the Jinchuriki’s physical form beyond human limits while retaining complete control. This powerful transformation grants immunity to non-magical damage, resistance to most magical damage, and significantly boosts melee capabilities.

Tailed Beast Cloak
The Jinchuriki manifests the first stable cloak of Tailed Beast chakra, surrounding their body with a dense chakra aura shaped like the beast while retaining full control of their mind. This powerful transformation grants the user resistance to all damage types, enhances their melee attacks with additional force damage, and significantly increases their movement speed while providing immunity to being grappled, restrained, or paralyzed. Additionally, shockwaves from melee attacks affect nearby creatures, and the user can still cast jutsu during this form.

Cloak of Eight Tails
You become enveloped in a semi-formed version of a Tailed Beast, gaining immense power but losing control. You gain immunity to non-magical damage and resistance to all other damage types except psychic and radiant. Your melee attacks deal an additional 6d6 force damage, and your melee range increases by 5 ft. You can make one additional attack per turn and are considered a Huge creature. At the start of your turn, all creatures within 15 ft must succeed a DC 16 Constitution saving throw or take 3d6 fire damage from the oppressive chakra field. However, at the start of each turn, you must make a DC 18 Wisdom saving throw; failure results in the GM controlling your actions until the start of your next turn, targeting the largest chakra source in range. When this jutsu ends, you take 6d6 psychic damage and must succeed a DC 17 Constitution save or drop to 0 HP.

Cloak of Six–Seven Tails
The chakra cloak erupts with violent, erratic power, nearly overtaking the user as the Tailed Beast’s will emerges. Gain resistance to all damage types except psychic and radiant, add +5d6 force damage to all melee and unarmed attacks, and gain +50 ft movement speed, allowing movement through enemy spaces. All melee attacks are magical and ignore resistance, while enemies within 10 ft at the start of your turn take 2d8 fire damage from the burning chakra. At the start of each turn, make a Wisdom saving throw (DC 17); failure results in loss of control, acting at GM discretion, and movement may be forced toward the nearest creature. At the end of the spell, take 4d6 psychic damage and roll a DC 15 Constitution save; failure results in falling unconscious for 1 minute.

Cloak of Four–Five Tails
You envelop yourself in a violent and corrosive chakra, gaining resistance to all damage except psychic and radiant. Your melee attacks deal an additional 4d6 force damage, and you gain +40 ft movement speed along with advantage on all Strength-based attack rolls and checks. Your melee attacks also deal splash damage to creatures within 5 ft of your target. However, you must make a Wisdom saving throw at the start of each turn; failure results in a berserk state where you cannot distinguish friend from foe. When the spell ends, you suffer 3d6 psychic damage and fall prone. Allies within 10 ft must succeed a DC 13 Constitution saving throw or take 1d8 fire damage from your corrosive chakra.

Cloak of Two–Three Tails
The Jinchuriki taps deeper into their Tailed Beast’s power, forming additional tails and distorting their form. This spell grants resistance to all damage except psychic and radiant, adds +3d6 force damage to melee/unarmed attacks, increases movement speed by 30 ft, and provides advantage on Strength and Dexterity checks. You may attack twice when taking the Attack action, but must succeed on a Wisdom saving throw at the start of each turn or lose control and attack the nearest creature, or destroy objects if no creatures are nearby. At the end of the spell, you take 2d6 psychic damage as backlash.

Cloak of One Tail
The first stage of Tailed Beast chakra leaks from the Jinchuriki's body, forming a reddish aura that boosts their physical capabilities. While under this effect, the user gains resistance to all damage except psychic, adds +2d6 force damage to melee and unarmed attacks, and enjoys increased movement speed and advantage on Strength checks. However, the user must succeed on a Wisdom saving throw at the start of each turn or be compelled to attack the nearest creature that isn’t their Tailed Beast.

Absolute Defense: Crystal Mirror Wall
The user creates a dome of dense chakra crystals that reflects all ranged attacks and jutsu back at their original caster. The barrier has 250 HP and resistance to all elemental damage, lasting for 1 minute or until shattered.

Tailed Beast Barrier: Four Pillar Formation
A massive-scale defense that erects an impenetrable barrier around a tailed beast or similar threat, isolating or suppressing colossal chakra. The barrier prevents any creatures from entering or exiting, has 400 HP, regenerates 20 HP per round, and reduces the effectiveness of chakra-based techniques by half while cast inside. It lasts for up to 10 minutes or until dispelled, requiring 4 synchronized users or advanced summoning support to maintain.

Sealing Art: Barrier - Tri-Pronged Formation
Creates a large semi-transparent chakra dome that surrounds a 60 ft radius area, providing a powerful defensive barrier. The dome has 200 HP and is immune to non-magical attacks, dispelling any jutsu that fails to pass a spellcasting check against your spell save DC.

Adamantine Sealing Chains
The user manifests powerful chakra chains from their body to block incoming attacks and restrain threats mid-assault. These chains can absorb damage and restrain enemies, providing both defense and offense in a single spell.

Wind Style: Vacuum Dome
You create a compressed, spiraling dome of wind that deflects incoming attacks and muffles sound inside. You and creatures of your choice within the dome gain half cover, providing a +2 bonus to AC and resistance to ranged attacks. Additionally, all sound is suppressed within the dome, granting advantage on Stealth checks for those who remain inside. The dome lasts for 1 minute or until your concentration is broken.

Multi-Layer Chakra Shield
The caster forms multiple overlapping barriers of chakra, creating a protective shield that enhances the target's defenses. For 1 round, the target gains a +4 bonus to AC, resistance to all damage types, and advantage on all saving throws, making them exceptionally hard to hit and resist effects. This spell can be used as a reaction, but it will end at the start of your next turn, leaving the target vulnerable once more.

Water Mirror Jutsu
This spell creates a reflective wall of water that mimics and counterattacks a jutsu or melee strike directed at the caster. When an attack is made against you, the mirror reflects the attack back at the original attacker with the same roll and effect, collapsing after use.

Chakra Absorption Barrier
Creates a protective barrier that absorbs and neutralizes incoming chakra-based techniques. The barrier lasts for 1 minute, nullifying any jutsu that fail a spellcasting ability check against your spell save DC, restoring 1d6 HP for each jutsu nullified.

Four Violet Flames Formation
Four users create a square barrier of intense chakra fire, preventing escape or intrusion and incinerating anything it touches. The barrier lasts for 1 minute or until broken, with a total of 200 hit points and immunity to most jutsu without sealing.

Earth Style: Earth-Style Wall
Summon a towering stone wall that provides full cover against attacks and blocks line of sight. The wall is 30 feet long, 15 feet tall, has an AC of 17, and 100 hit points, making it resistant to physical damage.

Wind Style: Rebounding Palm
The user channels a pulse of wind chakra through their hands, creating a barrier that deflects incoming melee strikes. When a melee attack is made against the user, they can use this spell as a reaction to push the attacker back if the attack fails.

Earth Style: Stone Shield
As a reaction, you rapidly form a slab of stone in front of yourself or an ally, creating a protective barrier that grants a +3 bonus to AC until the start of their next turn or until it successfully blocks an incoming attack. This shield can be projected to allies within range, providing them with a momentary defense against harm.

Chakra Tension Veil
A basic defensive enhancement that tightens your chakra layer when danger is sensed. For 1 minute, you can reduce incoming damage by your spellcasting ability modifier once per round, providing a protective barrier without requiring concentration.

Wind Style: Air Cushion
This spell creates a burst of compressed air beneath the caster, softening falls and allowing for quick evasive maneuvers. It can negate all fall damage for the current round or be used to propel the caster 10 feet in any direction as a bonus action.

Mist Guard
You create a thin veil of mist around yourself, lightly obscuring a 10-foot radius area for 1 minute. This mist deflects precision attacks, causing ranged attacks against you from more than 10 feet away to have disadvantage.

Chakra Shield Pulse
With a surge of focused chakra, you generate a temporary barrier that deflects projectiles and chakra attacks. For 1 round, you gain +2 AC and resistance to force, fire, and lightning damage, allowing you to better withstand incoming threats.

Water Style: Water Barrier Wall
The caster conjures a formidable wall of swirling water, providing protection for allies and intercepting incoming attacks. This wall grants half cover to those behind it and extinguishes fire-based projectiles, creating a safe haven in the heat of battle.

Substitution Jutsu (Advanced Form)
A refined version of the classic substitution technique, allowing the caster to evade attacks and area effects with remarkable agility. When targeted by an attack or forced to make a saving throw, the caster can teleport up to 20 feet away, avoiding damage entirely on a successful save, or taking half damage on a failure.

Mud Shield Dome
As a reaction, you create a small dome of mud and stone that provides total cover against incoming attacks. The dome has an AC of 16 and 20 hit points, remaining until the start of your next turn or until it is destroyed.

Chakra Armor Technique (Light Form)
Surrounds the user in a thin layer of chakra, deflecting minor attacks and softening blows. For 1 minute, the user gains +1 AC and resistance to non-magical bludgeoning damage, requiring concentration to maintain the effect.

Defensive Roll
A basic evasive maneuver enhanced by a quick chakra burst, allowing the user to reduce the impact of an incoming attack. When you take damage, you can use your reaction to reduce the damage by 1d4 + your Dexterity modifier, usable once per round.

Silent Footfall
By channeling chakra through the soles of your feet, you move with unparalleled stealth. You gain advantage on Dexterity (Stealth) checks made to move silently until the end of your turn, and if you move no more than half your speed, you leave no trace of your passage.

Quick Explosive Tag
You rapidly tag a weapon, object, or surface with a weak explosive tag that detonates at the start of your next turn. The target must make a Dexterity saving throw; on a failure, it takes 1d6 fire damage, and on a success, it takes no damage.

Flicker Feint
A quick footwork technique that allows the user to briefly blur or vanish, enhancing their agility in close combat. This spell grants the caster an advantage on their next Dexterity (Stealth) or Dexterity (Acrobatics) check before the end of their turn, and can also be used as a bonus action to faint backward 10 feet, creating distance from an opponent.

Hiding in the Mist
You generate a light mist around your body, obscuring visibility and masking your movements. For the duration, you gain half cover, and enemies more than 5 feet away have disadvantage on ranged attacks against you.

Minor Transformation Jutsu
The caster subtly alters their physical appearance, changing aspects like voice pitch, hair color, or clothing style to aid in infiltration or disguise. This transformation lasts for 10 minutes, but ends immediately if the caster takes damage or casts another jutsu.

Chakra Sensory Ping
You send out a small pulse of chakra to detect life signs and chakra signatures within 30 feet. This pulse reveals the number of creatures in the area, even if they are hidden or invisible, unless they are behind chakra-proof material.

Ninja Wire Trap
Using chakra-infused ninja wire, you set a quick snare or tripline across a path or object. The trap remains for 10 minutes or until triggered, ensnaring any creature that fails to avoid it.

Chakra Flash
The user releases a small burst of chakra from their body, creating a shockwave that disrupts nearby enemies or helps them escape from grabs. This cantrip is perfect for those looking to create space in combat or hinder their foes' ability to retaliate.

Surface Walking
You channel chakra into your feet, allowing you to walk on vertical surfaces, ceilings, or even over water. This ability lasts for up to 10 minutes and requires concentration, but does not count as spell concentration.

Eighth Gate: Gate of Death
Upon invoking the Eighth Gate, you are granted godlike strength, adding +8d6 to all unarmed attacks and ensuring that all melee attacks automatically crit for 1 minute. Your movement increases by 60 feet, and you gain 3 reactions per round, but the power comes at a dire cost: you cannot be killed during this turn, yet at the end of your next turn, you die without the possibility of death saves, leaving only resurrection as an option for revival.
Seventh Gate: Gate of Wonder
Your body emits a visible aura of steam, enhancing your unarmed strikes with shockwaves that resonate with power. For the duration, you gain resistance to all damage, but at the end of each turn, you take 6d6 damage as the energy surges through you.

Sixth Gate: Gate of View
This spell drastically heightens your perception and mobility, causing your body to blur to the point of vanishing. For the duration, you gain a +5d6 bonus to unarmed attack damage, an additional 30 feet of movement, and immunity to being grappled or restrained. You can also make two unarmed strikes as a bonus action, but at the end of each turn, you take 4d6 damage due to the strain of the spell.

Fifth Gate: Gate of Limit
This spell allows the caster to break past their body's natural limits, unleashing a surge of chakra that enhances their physical prowess. For the duration, the caster gains advantage on all melee attack rolls, adds an additional 4d6 damage to unarmed attacks, and forces nearby enemies to make a Constitution saving throw or be knocked prone at the start of the caster's turn, all while suffering damage at the end of each turn due to the strain of the spell.

Fourth Gate: Gate of Pain
You push your body into a painful overdrive, enhancing your speed and power at the cost of internal damage. For the duration, you gain a surge of energy that adds +3d6 to your unarmed damage, allows you to Dash as a bonus action, and imposes disadvantage on opportunity attacks against you. However, the strain of this power inflicts 2d6 damage on you at the end of each of your turns, ignoring resistance.

Third Gate: Gate of Life
Forces open the body’s circulatory system, increasing chakra flow and explosive movement. For the duration, you gain a +20 ft bonus to your movement speed, add +2d6 damage to your unarmed attacks, and gain one additional unarmed attack each turn. However, at the end of each turn, you take 1d6 recoil damage due to the strain on your body.

Second Gate: Gate of Healing
This spell opens the brain's ability to forcefully repair minor damage, enhancing stamina and recovery. For the duration, you regain hit points, gain resistance to bludgeoning damage, and increase your unarmed attack damage.

Gate of Opening
This spell releases the brain's limiter, allowing the caster to exceed their natural physical capabilities. For the duration, the caster gains enhanced movement speed, increased unarmed attack damage, and improved agility in physical tasks.

Explosive Clone Jutsu
You create a powerful clone of yourself that detonates in a massive explosion upon defeat or at your command. The clone has an AC of 15 and hit points equal to a quarter of your maximum hit points, allowing it to move and act independently until it is destroyed or detonated.

Wind Style: Typhoon Devastation
A colossal cyclone forms and rampages across the battlefield, tearing through terrain and hurling enemies. The cyclone moves 30 feet per turn, dealing devastating damage to those caught within its grasp.

Ultra-Big Ball Rasengan
Unleashing the power of Sage Mode, you create a massive, dense Rasengan that spins with destructive chakra. Upon impact, it creates a localized explosion, dealing devastating force damage to all caught within its radius.

Earth Style: Deep Forest Emergence
Giant trees burst from the ground in a 40-foot radius, reshaping the terrain and threatening to crush or trap entire armies. All non-plant creatures in the area must make a Strength saving throw or take 10d10 bludgeoning damage and become restrained by roots for 1 minute. On a successful save, they take half damage and are not restrained. The area becomes difficult terrain for all non-plant creatures.

Sage Art: Lava Rasenshuriken
A devastating technique that combines the elements of Wind and Lava Release with natural energy, creating a swirling Rasenshuriken of molten destruction. Upon impact, it unleashes a torrent of fiery energy, scorching all within its radius.

Tailed Beast Bomb
You compress massive amounts of chakra into a dark sphere and launch it, causing a wide-scale explosion with destructive shockwaves. The explosion creates a 60-foot radius crater, obliterating structures and reshaping the terrain.

Water Style: Infinite Sea Jutsu
Floods the battlefield by summoning a miniature ocean, transforming the terrain into deep water. Combat shifts into aquatic warfare, making ground-based movement difficult and dangerous.

Wind Style: Great Rasenshuriken
An upgraded version of the Rasenshuriken infused with Sage chakra, this spell unleashes a massive, spiraling projectile of wind energy that causes cellular-level destruction in a wide area. Upon impact, it devastates everything within its radius, leaving a lasting effect on those caught in its wake.

Summon Multi-Headed Hound
Summons a massive, chakra-infused multi-headed hound that multiplies each time it is struck. This gargantuan beast has an AC of 18 and 250 HP, with a powerful bite attack that deals 4d10+5 damage. Each time it takes damage, it splits into two new heads, up to a maximum of six heads. The hound remains for 3 rounds or until it is sealed away.

Earth Style: Ultra-Added-Weight Rock Technique
This spell exponentially increases the weight of a target or object, pinning it to the ground or causing structures to collapse under the immense pressure. Creatures with flying speed lose their ability to fly, and structures are at risk of crumbling under the strain.

Sage Art: Massive Rasengan Barrage
The caster conjures multiple large Rasengan infused with natural energy, launching them at high speed towards up to five targets on the battlefield. Each Rasengan explodes on impact, dealing devastating force damage and potentially knocking foes prone.

Multi-Layered Explosion Tags
You unleash a barrage of explosive tags that detonate in a chain reaction, creating a series of layered explosions that overwhelm your enemies. Each tag explodes in a fiery blast, dealing significant damage and leaving those caught in the blast disoriented.

Wind Style: Twin Gale Beasts
Summon two chakra beasts made of compressed wind that rampage across the battlefield, slashing through enemies in their path. The beasts can either charge forward in a 60 ft cone or split into two 30 ft lines, wreaking havoc and causing chaos.

Lightning Style: Storm Dragon Flash
You conjure a dragon of pure lightning that streaks through the air, exploding with stunning force upon impact. The target must make a Constitution saving throw, taking full damage on a failure and half on a success, with the added effect of being stunned for one round if they fail.

Water Style: Grand Waterfall Slash
You condense a spiraling stream of water into a slicing arc capable of cleaving through defenses and structures. The water forms a powerful blade that slices through anything in its path, dealing devastating damage.

Earth Style: Rock Avalanche Jutsu
The caster summons a torrent of boulders that crash down in a wide area, dealing devastating damage to all caught within. Enemies must dodge the falling rocks or risk being crushed and restrained beneath the rubble.

Fire Style: Majestic Destroyer Flame
The user unleashes a devastating wave of fire in a 60-foot cone, incinerating everything in its path. This spell is capable of obliterating entire battalions, leaving nothing but ash in its wake.

Chakra Disruption Wave
Releases a pulse of disruptive chakra to sever control of enemy techniques and suppress active effects. This wave disrupts the flow of chakra, targeting the minds of those within its radius, causing them to lose focus on their ongoing spells or techniques.

Earth Style: Stone Golem Jutsu
Conjure a massive golem of solid stone to fight alongside you and protect your allies. This Large earth construct has an AC of 17 and 100 hit points, making it a formidable ally in battle.

Water Severing Wave
The caster unleashes a thin, high-pressure stream of water that slices through both terrain and enemies with deadly precision. This powerful attack can sever limbs and cause significant slashing damage to those caught in its path.

Lightning Style: Thunder Prison
You create a cage of crackling lightning around a target within range, ensnaring them in a prison of electricity. If the target attempts to escape, they must make a Dexterity saving throw; on a failure, they are trapped and take 5d10 lightning damage for each round they try to move through the cage.

Fire Style: Dragon Flame Bomb
Unleash a concentrated stream of fire that whips through the air, burning everything in its path. The fiery tendril follows your movements, incinerating foes and igniting them with relentless flames.

Wind Style: Tornado Vortex Jutsu
You summon a massive cyclone that lifts enemies into the air and tears at them with rotating blades of wind. All creatures within a 40-foot radius of the cyclone must make a Strength saving throw or take slashing damage and be thrown into the air.

Shadow Shuriken Barrage
You launch dozens of chakra-imbued shuriken from all directions, expertly coordinated by shadow clones or propelled by jutsu. The shuriken strike at up to five targets within range, dealing devastating damage.

Thunderbolt Blitz
The user transforms into a lightning-charged projectile, racing forward in a straight line and detonating in a burst of raw energy. Enemies caught in the path must dodge the incoming strike or suffer the full brunt of the lightning's fury.

Water Style: Exploding Water Shockwave
The caster conjures a massive surge of water that floods a designated area, dealing damage to enemies caught within the blast. Those who fail to resist the force of the water are not only harmed but also restrained, while the battlefield becomes difficult terrain for a short duration.

Fire Style: Flame Bomb Jutsu
The caster launches an enormous orb of flame that detonates in a wide area, engulfing everything in a sea of fire. All creatures within the blast radius must make a Dexterity saving throw to avoid the worst of the inferno.

Wind Style: Pressure Damage
A compressed burst of wind is fired with pinpoint pressure, strong enough to rupture organs and armor. This spell unleashes a devastating force that can incapacitate foes and disrupt their ability to react.

Earth Style: Earth-Style Rampart
Raises a massive, slanted stone wall to deflect large-scale attacks, support allies, or block terrain-based jutsu. The wall is 30 ft wide, 20 ft tall, and 5 ft thick, providing a sturdy barrier against incoming threats.

Multi-Weapon Shadow Clone
You create a number of shadow clones equal to your spellcasting ability modifier, each wielding a weapon of your choice. These clones can attack a single target from different angles, providing tactical advantages and distracting the enemy, but they cannot deal damage directly.

Lightning Style: Black Panther
Summon a panther-shaped beast of black lightning that bolts across the battlefield, electrocuting and pouncing on targets. The panther can chain its attack to up to two additional targets within 30 feet, delivering a shocking jolt to all it strikes.

Wind Style: Vacuum Great Sphere
The caster conjures a massive, high-pressure sphere of swirling wind that drills into targets, inflicting devastating slashing damage with razor-sharp currents. Upon impact, the target must make a Constitution saving throw or suffer full damage and begin bleeding, taking ongoing damage until healed.

Mud Flood Jutsu
Unleash a torrent of thick, flowing mud in a 40-foot cone, engulfing enemies in its grasp. Those caught in the wave must make a Dexterity saving throw or take 6d10 bludgeoning damage and become restrained until they succeed on a Strength saving throw at the end of their turn.

Fire Style: Burning Ash Cloud
You expel a cloud of superheated ash that ignites with a spark, creating a devastating fiery explosion in a 20-foot cube within range. Creatures caught in the area must make a Dexterity saving throw, taking 8d10 fire damage on a failed save, or half as much damage on a successful one, and are blinded until the end of their next turn if they fail.

Water Style: Great Waterfall Jutsu
The caster conjures a massive waterfall that cascades down upon enemies, flooding the area and sweeping them away. Those caught in the torrent must brace themselves against the overwhelming force of the water, or be knocked prone and pushed back.
Chakra Threads
You extend threads of chakra from your fingers, allowing you to control puppets, tools, or manipulate objects within range. You can use these threads to perform simple tasks, such as moving an object, activating a mechanism, or controlling a puppet as if it were an extension of yourself.

Wind Style: Wind Scythe Jutsu
Unleash a vortex of slicing wind currents that expands outward in a deadly burst, cutting through all in its path. Those caught in the blast must brace against the winds or suffer severe lacerations.

Water Style: Water Dragon Bullet
A swirling column of water shaped like a dragon crashes down on a single target with overwhelming force, dealing massive damage and potentially stunning them.

Lightning Style: Thunderstorm Spear
You channel raw lightning energy into a concentrated spear and hurl it across the battlefield at extreme speed. Upon impact, it unleashes a devastating shock, dealing significant lightning damage and potentially silencing your target.

Earth Style: Earth Dragon Bullet
You summon a massive bullet of compressed earth and stone, launching it at a target with incredible force. Upon impact, the bullet explodes, dealing damage and potentially knocking the target prone.

Fire Style: Dragon Flame Jutsu
Unleash a stream of focused flame that travels along a guiding path, allowing you to precisely target distant foes. The flames deal significant fire damage and can be manipulated to hit multiple targets in a line.
Chakra Scalpel
A precise chakra-based blade that inflicts internal damage, originally designed for surgical precision. It can sever muscles and tendons, rendering limbs temporarily useless in combat.

Wind Style: Great Breakthrough
Unleash a powerful gale that blasts enemies and obstacles away with immense force. This high-pressure wind deals significant damage and can knock foes back, disrupting their positions.

Water Shark Bomb Jutsu
You conjure a massive, shark-shaped mass of water that surges forward, homing in on a target. Upon impact, it delivers a crushing blow, dealing significant bludgeoning damage.

Earth Flow River
The ground beneath the target transforms into a flowing, slippery stream of mud, creating difficult terrain and potentially knocking them off balance. Any creature within the area must succeed on a Dexterity saving throw or fall prone as they struggle to maintain their footing.

Lightning Style: Lightning Fang
The caster conjures twin bolts of crackling lightning that streak towards two targets within range. Each bolt strikes with high precision, dealing significant lightning damage to the targets.

Fire Style: Flame Bullet
A stream of concentrated flame is expelled from the mouth, incinerating everything in its path. The fiery projectile scorches enemies and ignites them with intense heat.

Wind Style: Breakthrough
Unleash a powerful forward wind blast in a 15-foot cone, clearing terrain and disrupting enemy formations. Those caught in the blast must make a Strength saving throw or take full force damage and be knocked back 10 feet, while those who succeed take half damage.

Water Style: Wild Water Wave
The caster unleashes a powerful torrent of water in a wide cone, sweeping away enemies and dousing flames in its path. Those caught in the wave must brace themselves against the force of the water or be pushed back and take full damage.

Lightning Net
You create a crackling web of lightning that ensnares your enemies in a reactive field. Targets caught in the net take lightning damage and may become restrained if they fail to evade the spell's grasp.

Earth Style: Headhunter Jutsu
The caster channels the power of the earth to stealthily pull a target underground, leaving them trapped up to their neck. This spell allows the caster to manipulate the terrain, creating a temporary earthen prison that hinders the target's movement and visibility.

Wind Style: Vacuum Bullet
The caster expels a concentrated blast of wind from their mouth, creating a piercing projectile that can launch enemies back. This powerful wind attack can cut through armor and send foes sprawling to the ground.

Phoenix Sage Fire Jutsu
Unleash a flurry of small flame projectiles that scatter in a rapid spread, designed to distract foes or mask other attacks. This technique can target multiple enemies, engulfing them in flames.

Chakra Suppression Technique
This spell allows the caster to temporarily mask their chakra presence, making them undetectable by chakra-sensing abilities. For the duration, the caster can move freely without being sensed by creatures that rely on chakra detection.

Transformation Jutsu
This cantrip allows the caster to alter their physical appearance to mimic another person or object. The transformation is purely cosmetic, making it ideal for infiltration and deception, but it can be seen through with a keen eye.

Lightning Style: Electromagnetic Murder
Unleash a sudden surge of lightning that arcs across the ground, shocking all nearby enemies within a 20-foot radius. Those caught in the blast must react quickly to avoid the full brunt of the electrical assault.

Mud Wall Jutsu
Conjures a thick wall of reinforced mud that serves as a barrier against attacks or provides cover. The wall is 10 feet tall, 20 feet wide, and 5 feet thick, with 40 hit points and an armor class of 13, lasting for 1 minute.

Water Prison Jutsu
You encase a target within a sphere of water, immobilizing them. As long as you maintain contact with the sphere, the target remains restrained and unable to move freely.

Wind Style: Gale Palm
Unleash a powerful burst of wind from your palm, propelling projectiles, knocking back foes, or enhancing your own mobility. This spell can be used to create a cone of force that affects all creatures within its range.

Sage Mode Activation
By drawing in natural energy, you enter Sage Mode, enhancing your physical and magical capabilities. For 1 minute, you gain advantage on all attack rolls, a +2 bonus to AC, an additional 10 feet of movement, and your spellcasting modifier is added to all damage rolls.

Summoning Jutsu: Toad
You summon a massive toad ally from Mount Myoboku to fight by your side. This giant toad obeys your verbal commands and remains for a duration of 1 minute per caster level or until it is defeated.

Chakra Enhanced Strength
You focus chakra into your limbs, enhancing your physical prowess. For 1 minute, your unarmed attacks deal an extra 2d10 bludgeoning damage and ignore resistance to non-magical attacks.

Wind Style: Rasenshuriken
A shuriken-shaped chakra construct infused with Wind Release. Upon impact, it unleashes microscopic blades that tear targets apart at the cellular level, dealing devastating damage.

Multi Shadow Clone Jutsu
This spell creates a number of physical clones equal to 4 plus your caster level, up to a maximum of 20. Each clone has ¼ of your total hit points and can take one action per turn, vanishing when struck by an attack.

Lightning Blade
A concentrated version of Chidori, perfected by Kakashi. This spell channels intense chakra into a blade of pure lightning, capable of cutting through even the fiercest storms.

Genjutsu: Demonic Illusion - Tree Binding Death
The target perceives themselves as bound to a tree, immobilized and disoriented, while the caster prepares a finishing blow. This powerful illusion can leave the target vulnerable and unable to react to threats.

Body Flicker Technique
The user momentarily accelerates their movement to near-instant speeds, appearing to teleport short distances. This spell allows the caster to evade attacks and reposition themselves swiftly on the battlefield.

Phoenix Fire Jutsu
The caster unleashes a rapid volley of small fireballs, each one darting towards multiple targets. This spell can be combined with shuriken to create a dazzling display that disorients foes, making it difficult for them to evade the fiery onslaught.

Earth Wall Jutsu
Conjures a solid wall of stone that can block attacks, provide cover, or reshape the battlefield. The wall is 10 feet tall and 20 feet wide, possessing 50 hit points and an armor class of 15. It remains in place for 1 minute or until it is destroyed by damage.

Water Style: Water Dragon Jutsu
You summon a massive dragon-shaped surge of water that crashes into a target, overwhelming them with immense pressure and force. The water dragon slams into the target, dealing devastating damage and potentially knocking them prone.

Rasengan
A swirling sphere of concentrated chakra forms in the caster's palm, delivering a powerful blow upon contact. This spell requires precise control over one's chakra to unleash its full potential, dealing devastating internal damage to the target.

Clone Jutsu
The user creates intangible illusionary clones that confuse and mislead enemies. These clones cannot deal damage or interact physically, serving solely to distract foes and create openings for the user.

Substitution Jutsu
This spell allows the caster to instantly swap places with a nearby object or clone, effectively evading an incoming attack or damage. The caster must be within range of the object or clone to successfully perform the substitution.

Chidori
The user channels lightning chakra into their hand, charging forward at high speed to pierce the target with raw force. This powerful melee attack delivers a surge of electricity, stunning the target if they fail to evade it.

Shadow Clone Jutsu
You create one or more chakra-based clones that are physically real and capable of attacking, using jutsu, and taking damage. The clones act on your initiative and have hit points equal to one-third of your total hit points, allowing them to engage in combat and perform actions as if they were you.

Fire Style: Fireball Jutsu
The caster expels a massive ball of fire from their mouth, igniting a wide area in flames. This devastating technique, favored by the Uchiha clan, engulfs enemies in a fiery explosion, leaving destruction in its wake.