The Elemental Nations are engulfed in conflict during the Third Shinobi War.
Played | 6 times |
Cloned | 0 times |
Created | 38 days ago |
Last Updated | 12 days ago |
Visibility | Public |

Shadow Shuriken Flying Thunder God
Unleash a devastating barrage of kunai that teleport between targets, striking with piercing, slashing, and force damage in a single heartbeat. All targets within a 70-foot cone are hit by a flurry of attacks, representing the user's mastery of speed and precision.

Rasengan
The Rasengan is a swirling, spiraling ball of condensed energy that hovers above the user's palm. Upon contact with a target, it unleashes a powerful force, dealing significant damage and potentially knocking the target back.

Flying Thunder God Fox Howl Blitz
The caster tosses a series of Marked Kunai around a target, creating a mesmerizing display of precision. With each teleport to a kunai, the caster unleashes a massive fireball, dealing a total of 6d10 fire damage to the target.

Flying Thunder God
This jutsu allows the caster to teleport instantly to a marked enemy. If the target fails a Dexterity saving throw, they suffer a devastating critical hit, dealing 4d10 piercing damage.

Rashomon Triple Gate
You summon three interlocking demon-faced gates that provide total cover. Each gate has 80 HP and an AC of 18, and can reflect one jutsu or spell per round, requiring a DC 18 saving throw to succeed.

Chakra Severing Blade
You don’t just cut the body—you erase technique. With a swift strike, you unleash a blade of pure chakra that slices through your target, dealing slashing damage and severing their connection to one of their known jutsu for a brief period.

Ninjutsu: Wind Style – Vacuum Great Sphere
Summon a 20-foot swirling vortex of slicing air that deals 10d10 force damage to all creatures within its area. Each round, targets are pulled toward the center of the vortex, risking additional damage if they fail to escape its grasp.

Kenjutsu: Final Sheath – Moonlight Reversal
Upon taking damage from a melee attack, you harness the energy of the blow and redirect it into a swift counterattack. This sheathed strike deals 8d10 force damage and has a chance to disarm your opponent, leaving them vulnerable. If you score a critical hit, your enemy's guard is broken, reducing their AC by 2 for 1 minute.

Genjutsu: Ephemeral Binding Jutsu
With a mere glance, you ensnare the target's mind, causing them to freeze in place as if time itself has stopped. If they fail a Wisdom saving throw, they become paralyzed for 1 turn; on a critical failure, they also lose their action on their next turn.

Multi Shadow Clone Jutsu
You create up to 5 shadow clones of yourself, each possessing half your hit points and the ability to cast cantrips and 1st-level jutsu. The clones disperse after taking 2 hits, allowing you to overwhelm your enemies with sheer numbers and tactical versatility.

Sealing Art–Tailed Beast Suppression Coffin
You create a six-seal sarcophagus that traps any beast with a challenge rating of up to 25. The target must fail three consecutive Wisdom saving throws over the course of one minute; if it succeeds, you become its jailer, binding its power to your will.

Edo Tensei – Reanimation Jutsu
You perform a dark ritual to reanimate a powerful dead shinobi as a soul-bound puppet. The target retains their abilities and memories but is under your control unless you choose to free them.

Ninjutsu: Particle Style – Atomic Dismantling Beam
You raise one finger, and the world collapses into dust. A devastating beam of force energy erupts in a 30-foot cube, forcing all creatures within to make a Dexterity saving throw or take 15d10 force damage and be disintegrated. On a successful save, they take half damage and are not disintegrated. This spell ignores all environmental resistances.

Genjutsu: Bringer-of-Darkness Technique
You envelop the area in a shroud of darkness, blinding all creatures within a 60-foot radius unless they possess chakra vision. The blindness lasts for 1 minute, with affected creatures allowed a Constitution saving throw at the end of each of their turns to resist the effect. Allies may remain unaffected by your touch, allowing you to protect your companions amidst the chaos.
Taijutsu: Hirudora
You unleash a powerful punch that creates a compressed air bomb, releasing a tiger-shaped shockwave in a 80-foot cone. All creatures in the area must make a Strength saving throw or be thrown 40 feet away and become deafened for 1 minute.

Reaper Seal: Binding Chains
You target a spirit, jinchūriki, or chakra entity, attempting to bind them to your soul. The target must make a Wisdom saving throw; on a failure, they are bound and cannot cast spells, transform, or flee. On a successful save, the target takes 5d10 psychic damage. This spell can only be used once per long rest.

Water Severing Wave
Unleash a thin, high-pressure blade of water that slices through anything in its path. The blade travels in a 120-foot line, dealing devastating slashing damage and potentially severing limbs with its precision.

Heaven Cleaving Slash
You unleash a massive sword strike that cleaves through everything in a 100-foot line. This attack deals 10d10 slashing damage and disintegrates non-magical terrain in its path, leaving a scar in the earth. The strike counts as a chakra-infused divine weapon, channeling celestial energy into your blow.

Lava Style – Scorching River Jutsu
You unleash a torrent of molten lava in a 60-foot line, dealing 8d6 fire damage to all creatures in its path. The terrain remains molten for 1 round, causing any creature that walks over it to take an additional 3d6 fire damage.

Genjutsu: Demonic Illusion – Tree Binding Death
The target is ensnared by a powerful illusion, perceiving themselves as being trapped by a massive, gnarled tree. They must make a Wisdom saving throw or become paralyzed and blinded for 1 minute, with the opportunity to repeat the saving throw at the end of each of their turns.

Taijutsu: Morning Peacock (Asa Kujaku)
Unleash a chakra-enhanced flurry of burning punches in a 15 ft cone. Your fists erupt in flame, each strike burning brighter than the last, dealing devastating damage to your foes.

Paper Bomb Clone Technique
You create a decoy clone of yourself that appears real. When struck in melee or dispelled, the clone explodes, dealing 6d6 fire damage to all creatures within a 10-foot radius.

Genjutsu: Total Darkness Technique
You envelop a 30-foot radius around you in an impenetrable void, blinding all creatures except yourself for 1 minute. Those affected see nothing but darkness, rendering them unable to perceive their surroundings, regardless of any light or magical senses they may possess, unless they succeed on a Wisdom saving throw.
Kenjutsu: Piercing Moon Fang
A masterful strike that slices through the very fabric of reality, bypassing all forms of resistance. This attack is particularly effective against targets with active shields or jutsu, dealing full damage regardless of their defenses.

Taijutsu: Rising Dragon Combo
A powerful martial technique that lifts the target into the air, vanishes, and then reappears to slam them back down to the ground, breaking both body and pride.

Shurikenjutsu: Iron Rain Formation
Unleashing a flurry of senbon and kunai, you create a deadly arc of projectiles that rain down upon your foes. Targets caught in the 30-foot cone take initial damage and suffer ongoing bleeding until treated, making this spell a devastating area control option.

Genjutsu: Demonic Illusion –Hell Viewing Technique
You conjure a horrifying vision of the target's worst fear, causing them to relive a traumatic experience. The target must make a Wisdom saving throw or take 5d6 psychic damage and become frightened for 1 turn, screaming as if the past has returned to haunt them.

Blade Flicker Barrage
You move with blinding speed, striking your target three times in rapid succession with your blade. On two or more successful hits, the target begins to bleed, taking additional damage each turn until healed.

Chakra Scalpel
You channel your chakra into a precise, surgical strike that bypasses non-magical armor. The wound inflicted does not bleed; instead, it disrupts the target's bodily functions, causing them to lose strength in their attacks.

Taijutsu: Leaf Whirlwind
Unleash a swift and powerful attack combo, striking low with a quick kick followed by a roundhouse kick to the torso. If the target fails a Strength saving throw, they are knocked prone, showcasing the speed and agility of the martial artist.

Genjutsu: Temple of Nirvana
As feathers gently fall from the sky, a wave of calming energy envelops the area. All creatures within a 20-foot radius must make a Wisdom saving throw or fall into a deep slumber, remaining unconscious until they take damage or are awakened by another creature.

Shuriken Shadow Clone Jutsu
Unleash a storm of shuriken that multiplies into six shadow clones, creating a deadly barrage. Each target in the area must make a Dexterity saving throw or take slashing damage from the onslaught of the shuriken clones.

Genjutsu: False Sound Technique
You create an illusory sound that echoes in the minds of your targets, causing them to hear false whispers, threats, or commands. The target must make a Wisdom saving throw; on a failure, they are filled with confusion and must roll with disadvantage on their next Intelligence or Charisma check as they struggle to discern reality from illusion.

Kenjutsu: Flash Draw
With a swift motion, you unsheathe your sword and deliver a quick slash at your target. If you act first in the initiative order, you gain a +1 bonus to your initiative for the next round, representing your mastery of the blade.

Taijutsu: Elbow Feint Combo
Unleash a deceptive melee attack that culminates in a surprise elbow strike. On a critical hit, the target is disarmed, causing them to drop one held item.

Genjutsu: Hazy Illusion Jutsu
You create a fleeting illusion that distracts the target with false images or phantom sounds. The target must make a Wisdom saving throw; on a failure, they suffer disadvantage on their next Perception or Insight check as they are momentarily confused by the illusion.

Fire Dragon Flame Bullet
You exhale a torrent of dragon-shaped fire in a 60-foot line, channeling your rage into a devastating projectile. Each target in the line must make a Dexterity saving throw, taking 7d8 fire damage on a failed save, or half as much on a success. Additionally, targets ignited by the flames take 1d6 fire damage at the start of their turn until they extinguish the flames.

Mud River Jutsu
A wave of earth swallows the stance of your enemies, transforming the ground into slick mud. Creatures within a 60-foot cone must make a Dexterity saving throw or fall prone, and their movement speed is halved while in the affected area.
Wind Style: Vacuum Bullets
Unleash a barrage of rapid piercing jets of wind in a 60-foot line, striking up to three targets. Each shot deals 3d6 force damage and reduces the target's AC by 1 until the end of your next turn, leaving them vulnerable to further attacks.

Lightning Style: False Darkness Jutsu
Unleash a piercing beam of chakra-infused lightning in a 60-foot line, dealing 5d10 lightning damage to all creatures in its path. If the beam strikes a metal object, it can chain to another target within double the range, allowing for devastating effects across the battlefield.

Water Dragon Bullet Jutsu
Summon a colossal dragon-shaped wave that rises, coils, and then crashes through enemies, dealing devastating water damage. Those caught in its path must make a Strength saving throw or be knocked prone by the force of the wave.

Earth Wall Jutsu
Raise a solid wall of stone from the ground, providing a sturdy barrier for protection. The wall has an AC of 15 and 40 hit points, lasting for 1 minute or until it is destroyed.

Fire Style: Great Fireball Jutsu
Unleash a massive orb of flame that travels in a straight line, engulfing everything in its path. Any flammable terrain ignited by the fireball will continue to burn for 1 minute, dealing 1d6 fire damage to creatures that start their turn in the area.
Wind Style: Gale Palm
With a swift motion of your palm, you unleash a powerful gust of wind in a 15-foot cone. This forceful blast can push enemies back, extinguish flames, and disperse fog, while also knocking prone any light objects or foes weighing 150 lbs or less.

Water Prison Jutsu
You create a sphere of water that envelops a target within range, restraining them and preventing them from breathing. The target must make a Strength saving throw at the end of each of their turns to escape the prison, or remain trapped and unable to act until they succeed.

Water Style: Hidden Mist Jutsu
You create a thick mist that fills a 20-foot radius area, obscuring vision and muffling sound. Creatures within the mist beyond 10 feet have disadvantage on attack rolls, while those with Byakugan or Sharingan can see through the mist as if it were clear air.

Earth Style: Mud Clone Jutsu
You create a solid clone made of hardened mud that has 15 hit points. The clone can move and distract enemies, but it fights clumsily. If the clone is destroyed, it explodes, dealing 1d6 bludgeoning damage to all creatures within a 5-foot radius.

Phoenix Fire Jutsu
You pepper the air with burning darts of chakra flame, launching up to three small fireballs at targets. Each target must be within 10 feet of another, igniting them with the searing heat of your flames.

Mark of Total Denial
This curse places a complex array on a surface, item, or body, suppressing chakra-based spells above Level 2. Any attempt to bypass the seal triggers a violent backlash of force damage, and the mark remains invisible unless examined by an expert.

Spirit Chain Seal
Create four chakra-forged chains that lash around the target’s core, binding their ability to summon creatures or access sealed chakra entities. The target must make a Strength or Charisma saving throw; on a failure, they are unable to summon for 1 minute, while on a success, they lose one summoning use or spell slot. If cast on a tailed beast host, it temporarily disables one special ability or transformation trait.

Memory Lock Seal
Upon touching a target, you place a seal on their back or forehead that erases the last 1d6 minutes of their memory. If the target fails a Wisdom saving throw, you can implant a simple false memory, consisting of a single sentence. The seal lasts for 1 hour or until removed by an advanced medical ninja, and cannot affect unwilling creatures in combat unless they are incapacitated.

Blacksite Seal – Silent Cell
You create a 20-foot radius dome that seals off the area from the outside world. No sound can pass through, and teleportation, summoning, or sensory abilities cannot enter or exit. The seal lasts for 5 minutes or until one of the seals is broken (AC 15, HP 30). Those inside must succeed on an Arcana check (DC 18) to communicate with outside chakra-based tools.

Lockbreak Glyph
This spell allows the caster to disintegrate any locked mechanism, seal, or summoned construct. It automatically succeeds against non-magical barriers, while for magical effects, the caster must make an Arcana check against a DC of 16. Additionally, if the caster rolls a natural 20, they may shatter cursed items, freeing them from their malevolent influence.

Seal Prison: Five Point Bind
You create a pentagonal seal trap on the ground, with five anchor points that bind the target within a 15-foot diameter zone. The target must make a Constitution saving throw; on a failure, they become trapped and cannot leave the area until the seal is broken, which requires 30 hit points of damage to any of the anchor points. The seal lasts for 3 rounds or until broken.

Curse Latch Seal
This spell attaches a curse to a target, binding their magical abilities for a brief period. If the target attempts to cast a spell during the curse's duration, they suffer psychic damage and lose the spell they were trying to cast.

Barrier Technique: Four Square Seal
You create a 10x10 ft invisible force barrier anchored between four seal tags. This barrier blocks physical entry and projectiles, providing a protective zone for the duration.

Alarm Seal
Create a magical barrier seal in a 10-foot radius that alerts the caster with a silent pulse when crossed. The caster can choose to make the seal flare visibly or knock back any intruder by 5 feet upon breaking.

Seal Tag: Binding Slip
You throw a sealing tag at a target within 30 feet. On a hit or if the target fails a Dexterity saving throw, the tag restricts the target's limb movement, imposing a -2 penalty to melee attack rolls, reducing their movement speed by 10 feet, and preventing them from performing somatic components of spells for 1 turn.

Seal Trap: Chakra Tripline
You stretch an invisible chakra wire between two surfaces, creating a hidden tripline. The first creature to cross the line must make a Dexterity saving throw or trigger a loud crack, dealing 2d6 lightning damage.

Seal Spark
Ignite a placed tag seal from a distance of up to 30 feet. This spell is particularly useful for triggering traps, alarms, or explosive seals, allowing for strategic manipulation of the battlefield.

Tag Seal: Marking Slip
You place a paper tag on a surface or creature, imbuing it with a faint chakra signature that allows you to track its location. The tag glows when touched by foreign chakra, alerting you to any intrusions or interactions with the marked target.

Spinal Whip Toss
When grappled, restrained, or otherwise grabbed, you may use a reaction to reverse the situation. Make a contested STR (Athletics) or DEX (Acrobatics) check; on success, you throw the grappler 15 feet in any direction, causing them to land prone. If you roll a natural 20, they also take 3d6 bludgeoning damage from the collision or terrain impact.

Body Slam Transfer
You grab a grappled or stunned creature and hurl them with chakra-infused force at another target within 20 feet. The primary target takes damage from the impact, while the secondary target must make a Dexterity saving throw or take the same damage and be knocked prone. If used while airborne, the knockback distance is doubled, allowing for greater impact.

Wallbreaker Thrust
You channel your chakra into a focused strike, targeting terrain or fortifications. This powerful melee attack can destroy up to 10 feet of wall (AC 15, 25 HP auto-bypass) and, if aimed at a creature near a solid object, slams them into it, dealing 3d6 force damage. The target must make a Constitution saving throw or become stunned for 1 turn. Additionally, this spell can break shackles, weak doors, or objects anchored by genjutsu.

Chakra Step: Skyfall Path
You take up to 3 midair steps, defying gravity and terrain. Each step can culminate in a basic unarmed strike dealing 1d8 force damage, or you can plunge downward to deliver a devastating critical strike on landing, dealing 3d10 damage, knocking the target back, and potentially knocking them prone.

Lotus Heel Smash
You spiral upward, then come down like a meteor—chakra flashing from heel to earth. This melee combo consists of a high-speed three-part strike: an uppercut that lifts the target 10 feet, a spinning kick that knocks them back 10 feet, and a heel drop slam that deals significant bludgeoning damage and knocks the target prone. If all three strikes hit the same target, they are stunned for 1 round unless they succeed on a Constitution saving throw.

Chakra Vein Pulse
You unleash a powerful wave of internal chakra from your tenketsu points, creating an explosive burst of energy that ripples through the area. All creatures within a 10-foot radius take 4d6 force damage, with a Strength saving throw allowing them to halve the damage. Flying creatures or those leaping in the air are knocked prone, while you can choose one creature to automatically succeed on their saving throw, sparing them from harm.

Recoil Counter
When a creature within 5 feet hits you with a melee attack, you can use your reaction to redirect their force. Roll 1d10 + your Strength modifier; the attacker takes that damage as recoil and must make a Constitution saving throw or be staggered, suffering disadvantage on their next melee attack. This spell does not work against projectile attacks.

Gate 8: Death (Shimon)
You enter a death state, becoming immune to pain and mental control, while your HP is reduced to 1. You unleash a devastating 5-stage attack, striking once per round with Sekizō, dealing 3d10 force damage that ignores resistance. In the final round, you teleport to your target and unleash Night Guy, dealing 12d10 unavoidable damage, but suffer double that damage after the hit. You die at the end of the spell unless healed or resurrected immediately.

Gate 7: Wonder (Kyōmon)
You compress your chakra and release it as a divine roar, creating a focused air bomb with a single punch. All targets in a 60 ft cone must make a Dexterity saving throw or take 8d10 thunder and force damage, taking half damage on a successful save. Unshielded targets are knocked prone and deafened. However, the caster takes 4d10 self-damage and suffers 3 levels of exhaustion from the strain of the spell.

Gate 6: View (Keimon)
Your fists become flames as you unleash a flurry of chakra-heated punches in a 10-foot cone. Enemies caught in the blast take 6d10 fire/force damage and must succeed on a saving throw or be blinded for 1 round. You are locked into melee for your next turn, suffering disadvantage on attempts to move away, and you gain 2 levels of exhaustion afterwards.

Gate 5: Limit (Tomon)
You abandon hesitation, transforming your body into a weapon at any cost. For the duration, all your attacks score a critical hit on a roll of 19-20, and you gain a +3 bonus to both attack rolls and damage. Additionally, you gain resistance to non-magical damage. However, when the spell ends, you drop to 1 HP and suffer 3 levels of exhaustion.
Gate 4: Pain (Shōmon)
You embrace the pain, channeling it into your strikes. For the duration, all your melee attacks gain advantage, deal an additional 2d6 force damage, and your movement ignores difficult terrain. However, at the end of the spell, you become stunned for 1 turn and gain 2 levels of exhaustion as the pain takes its toll.

Gate 3: Life (Seimon)
You explode with movement, enhancing your physical prowess and unleashing a shockwave of chakra energy. For the duration, you gain 2 attacks per action, and any enemies within 10 feet take 2d6 chakra shock damage if they start their turn near you. When the spell ends, you suffer 2 levels of exhaustion and take 3d10 damage as the chakra overload takes its toll.

Healing (Kyūmon)
You flood your body with chakra, forcing rapid healing and oxygenation. Regain 3d8 HP immediately, gain +1 AC, and all damage dealt this turn ignores resistance. However, when the spell ends, you suffer 1 level of exhaustion and take 1d6 damage as the strain takes its toll.

Gate 1: Opening (Kaimon)
Unlock the first gate of your potential, enhancing your physical abilities for a short duration. Your speed increases, your attacks hit harder, and you gain the ability to dash as a bonus action, but beware, the strain will leave you exhausted when the effect ends.

Lion’s Barrage
You spiral into a classic Leaf-style combo, delivering a fast 3-hit barrage of strikes. The first two strikes deal 1d4 damage each, and if both hit, the final strike deals 1d6 damage, slamming your target off balance and causing them to lose their reaction on their next turn.

Dynamic Entry
With a cry and a chakra-boosted leg, you launch yourself feet-first into the fight, leaping in a straight line up to 20 feet toward a creature. If you end your movement within 5 feet of the target, you deliver a flying kick that deals 1d8 force damage and forces the target to make a Constitution saving throw or be knocked prone. If you land without hitting a target, you still move safely and cannot be countered this turn.

Chakra Blow
You focus your chakra into your palm or foot, delivering a single, focused strike that sends your enemy skidding back. The target must succeed on a Strength saving throw or be pushed 5 feet away, taking additional bludgeoning damage if they collide with terrain or another creature.

Mokuton: Advent of a World of Trees
You summon a vast forest of titanic trees that erupts from the ground in a 100-foot radius. All enemies within this area have their movement halved, are heavily obscured, and take 4d6 bludgeoning damage as the trees erupt from the earth. The spell lasts for 3 rounds or until dispelled.

Mokuton: Dragon Tree Ascension Jutsu
You summon a massive coiling wooden dragon that strikes at a target creature. The target takes 5d8 damage and is grappled by the dragon, suffering disadvantage on casting spells and making physical attacks as long as it remains grappled.

Mokuton: Seed Coffin Jutsu
You encase a target in a hollowed tree, paralyzing them within its confines. The target must make a Constitution saving throw at the end of each of their turns to break free from the paralysis. The coffin lasts for 2 rounds or until it is destroyed, having an AC of 16 and 25 hit points.

Mokuton: Great Forest Technique
You summon the power of nature to grow thick roots and branches from the ground in a 20-foot radius. All creatures in the area must make a Dexterity saving throw or fall prone, and you can choose to restrain one creature, requiring a Strength saving throw to escape.

Mokuton: Spore Clone Jutsu
You create a clone made of spores that mimics simple movements or distracts enemies. The clone has an AC of 13 and 10 hit points, and upon its destruction, it explodes, dealing 2d6 force damage to all creatures within 5 feet.

Mokuton: Deep Root Lance Jutsu
Summon a massive wooden spike that erupts from the ground beneath a target, dealing piercing damage and potentially knocking them prone. The target must make a Dexterity saving throw to avoid the full force of the attack.

Mokuton: Shielding Bark Jutsu
You create a sturdy wooden shield made of hardened bark that grants you a +2 bonus to your Armor Class for 1 minute. The shield remains active until you take a total of 20 damage, at which point it shatters and is no longer effective.

Mokuton: Binding Root Jutsu
You summon wooden roots from the ground that grasp at a target, attempting to restrain them. The target must make a Dexterity saving throw; on a failure, they are restrained for 1 round. If cast in nature-rich terrain, the target rolls at disadvantage.

Sixteen Palms of Closure
Unleash a rapid 16-hit combo that strikes your target with precision. Each hit deals force damage, and if the target fails a Dexterity saving throw, they lose all bonus actions and reactions for their next turn.

Eight Trigrams - 128 Palms
The caster unleashes a rapid series of strikes, targeting 128 vital points (Tenketsu) on the enemy's body. Each strike deals devastating damage, and if the target is slain, their body disintegrates into a shimmering blue chakra vapor, leaving no trace behind.

Eight Trigrams Sixty Four Palms
Unleash a flurry of precise strikes that channel the power of the Eight Trigrams. For each successful hit, the target must make a saving throw or suffer additional damage and effects based on the number of strikes landed.

Eight Trigrams: Thirty-Two Palms
The caster dashes forward, delivering a rapid series of strikes to the target's tenketsu, targeting 32 vital points in quick succession. Each successful strike deals damage and has a chance to silence the target's spellcasting if they fail a Constitution saving throw.

Tenketsu Seal Spiral
You make a melee strike against a target, applying a sealing glyph that disrupts their ability to cast spells. The target must succeed on a saving throw at the start of each of their turns or lose the ability to cast spells entirely for 1 minute. This effect ends if the target is healed or receives chakra infusion.

Chakra Lock Technique
You attempt to lock the chakra of a target, forcing them to make a Constitution saving throw. On a failed save, they are unable to cast any spells or jutsu for 1d4 rounds. Even if they succeed, they suffer a -2 penalty to their chakra attack rolls on their next turn.

Eight Trigrams: Heavenly Rotation
You create a protective barrier that deflects all ranged attacks within a 20-foot radius. While this spell is active, any melee attacks made against you are at disadvantage, as the barrier disrupts the flow of combat.

Eight Trigrams: Air Cage
You create a spinning dome of force that traps the target within. The target must succeed on a Dexterity saving throw or be immobilized for one turn, unable to move or cast ranged spells. If they fail the save by 5 or more, they also take 4d8 force damage as the dome constricts around them.
Tenketsu Flare
Unleashing a burst of chakra energy, you create a blinding flare that disrupts the flow of chakra in your enemies. All enemies within a 20-foot radius must make a Constitution saving throw or lose access to their chakra for 1 round, rendering them unable to use reactions and causing them to suffer a nosebleed if they are Genin.

Chakra Pulse
Unleash a wave of force energy in a 15-foot burst, dealing 2d6 force damage to all enemies within the area. Additionally, any enemy concentrating on a spell must make a saving throw with disadvantage to maintain their concentration, or lose the spell.

Two-Finger Strike
With a swift motion, you target a creature, attempting to paralyze them with a precise strike. On a failed Constitution saving throw, the target is paralyzed for 1 round; if they succeed, they still lose their bonus action on their next turn.

Suppress Flow
You target a creature within 10 feet, forcing them to make a Constitution saving throw. On a failed save, they lose access to their cantrips for 1 round, and any creature relying on chakra-based movement cannot use it until the end of their turn.

Eight Trigram Step
You perform a swift movement, allowing you to move up to 15 feet without provoking opportunity attacks. During this movement, you gain a +2 bonus to your AC until the start of your next turn. If you pass through a creature's space, they must make a Strength saving throw or fall prone as you deftly maneuver around them.

Chakra Disruption Palm
With a swift strike, you disrupt the flow of energy within your target, dealing force damage and potentially hindering their abilities. On a critical hit, your target loses their reaction, leaving them vulnerable to further attacks.

Byakugan
Activate your Byakugan. Until the next long rest, you gain 360° vision (cannot be flanked), advantage on Perception and Insight checks, and the ability to see chakra flow through walls up to 30 feet away. The veins pulse around your temples, sharpening your senses to reveal every lie, trap, and trembling heart.

Susanoo Zensei
You summon the Perfect Susanoo, a gargantuan armored avatar that embodies your chakra and fury. While active, you gain enhanced defenses, movement, and the ability to wield powerful spectral weapons, all while instilling fear in your enemies. However, the toll of this power leaves you exhausted and unable to cast other Mangekyō spells until you rest.

Mangekyo Sharingan: Tensei Shinjō
You tear your soul apart to drag another's back from the brink of death. The target creature you can see returns to life with 1 HP, stabilized, and stunned. In doing so, you suffer 3 levels of exhaustion and take 4d10 psychic damage. If you attempt to use this spell more than once per long rest, you permanently lose 1 maximum HP for each additional use.

Mangekyo Sharingan: Yasaka no Magatama
Unleash a ring of spinning chakra disks in a spiraling arc, targeting all creatures within a 30 ft radius. Those who fail a Dexterity saving throw take 10d8 force damage, and if they fail by 5 or more, they are staggered and lose their reactions for 1 round. This spell ignores cover and deflect effects unless they come from divine shields or unique defenses.

Susanoo no Kōjin
You manifest your incomplete Susanoo, a colossal spectral guardian that surrounds and fights with you. Gain +4 AC, immunity to force damage, and resistance to non-magical damage. You gain a spectral weapon that deals 3d12 force damage with a reach of 15 ft. You may intercept any single-target attack once per round as a reaction. If Susanoo is dispelled, you suffer 2d10 psychic backlash.

Mangekyo Sharingan: Kage Yūgō
You forcibly cast a creature into your personal dimension, where they are lost to the world for a brief moment. On a failed Wisdom save, the target disappears for 1 round—unable to act or be targeted. Upon their return, they suffer 1 level of exhaustion from the psychological trauma of the experience. This spell cannot be used on creatures larger than Large.

Mangekyō Sharingan: Shihai Kōsoku
Time fractures, then bends around your refusal to fall. The Sharingan remembers the moment you should’ve died—and erases it. When you are reduced to 0 HP, you may instead rewind your last 6 seconds (1 full round). You return to your previous location and state, as do any objects or jutsu used during that time. This spell can be used once per long rest.

Tsukuyomi (Moonlit Dream Binding)
You twist the target's reality into a personal hell, crafted from their own fears and regrets. The target must succeed on a Wisdom saving throw or become stunned for 1 round, experiencing what feels like 72 hours of illusionary torment in a single heartbeat, while you perceive it as just a second.

Kamui Dōka
You phase partially into another dimension, appearing instantly at a point within 60 ft. You may pass through walls, barriers, or people, leaving behind a faint spiral mark of distortion. This teleport cannot be counterspelled and is usable once per short rest.

Ennetsu Jigoku (Flame Prison of Hellfire)
With but a glance, you summon a piece of hell that no water may quench. The black flames burn through armor and chakra alike, igniting your target in a torment that lasts beyond the initial strike.

Mangekyō Sharingan
Your grief explodes inward, twisting your chakra through loss and hatred until it crystallizes behind your eyes. The Mangekyō opens, granting you immense power at the cost of your sight and soul. Each use drains your vitality and perception, but you gain extraordinary abilities that no Uchiha should bear alone. Choose two abilities at random from a list of devastating techniques, but beware: the more you use them, the closer you come to blindness.

Sharingan – Three Tomoe
Three tomoe circles your pupil like a seal, sealing your mind. You anticipate your enemy’s every move, feeling their breath before they inhale. The world becomes your story, written in your fears. But sleep flees, hunger dulls, and memories sharpen, turning love into war and anger into prophecy. **Effects:** - **Total Recall:** Perfect memory of everything seen while Sharingan active, allowing exact recall of enemy actions, techniques, or speech. - **Action Prediction:** Once per turn, when a creature within 30 ft moves or attacks, you may shift 10 ft without provoking opportunity attacks. - **Jutsu Theft:** Copy any Level 2 or lower spell or technique used in your presence (Arcana vs 10 + spell level). On success, it’s learned and added to your inventory. - **Reactive Cast:** Once per long rest, use a Genjutsu spell as a reaction if targeted by an attack or jutsu.

Sharingan – Two Tomoe
The color of your world sharpens. You begin to see how things move, not just when. The Sharingan has deepened its grasp on your nervous system. The second tomoe spins like a blade on your soul. You sleep less, train harder, and feel everything more clearly—especially what you don’t want to feel. This spell grants you enhanced tracking, allowing you to gain a +2 bonus to Insight and Perception checks. Once per long rest, you can use your reaction to attempt a counterjutsu against a Level 1 or lower spell by rolling Arcana against the enemy's Spell Save DC. Additionally, you gain a +2 bonus to your Illusion-based saving throw DCs. You can also store a single martial maneuver or weapon attack technique witnessed in a day and re-use it as a bonus action.

Sharingan – One Tomoe
Awaken the Sharingan, the unique ability of the Uchiha bloodline, granting you heightened awareness and the ability to perceive the world in vivid detail. This spell enhances your combat capabilities and allows you to manipulate illusions with a skill check, but it comes with the burden of emotional trauma and obsession. As you experience more stress and loss, the Sharingan may evolve, unlocking greater powers.

Curse of the Lover’s Ghost
You invoke the spirit of a deceased lover or victim, causing the target to believe they are being haunted. For the duration, the target is frightened and has disadvantage on attack rolls against you as they are tormented by visions of the ghost.

Kiss of the Leech
You steal the life force of your target with a kiss, draining their vitality and converting it into your own strength. Upon a successful touch, the target takes 4d6 necrotic damage, and you regain half of the total damage dealt as hit points or recover a spell slot of your choice.

Velvet Skin Barrier
You create a shimmering barrier of pheromones and heat around yourself, enveloping you in a protective aura. Enemies that enter the barrier or make an attack against you must succeed on a Wisdom saving throw or become charmed until the end of their next turn, unable to attack you or take hostile actions.

Lash of Longing
You strike at a target with a ribbon of chakra, causing psychic strain. The target takes 3d6 psychic damage and must contest against your Charisma; on failure, they cannot move closer to anyone but you for the duration of the spell.

Lust-Fueled Paralysis
With a gaze or touch, you can overwhelm a target with intense desire or panic, causing them to freeze in place. The target must make a Constitution saving throw or become stunned for 1 round, unable to act as they are consumed by their emotions.

Shadowed Whisper
You reach into the mind of a target within range, speaking a single word that resonates with their emotions. The target must succeed on a Wisdom saving throw or be compelled to follow your suggestion, which can influence their actions for a brief moment.

Seductive Mirage
You create a captivating illusion of yourself or another attractive creature within 30 feet. This mirage lasts for 1 minute or until it is attacked, drawing attention and potentially distracting foes.

Involuntary Sigh
You cause a target to become lightheaded and unfocused, disrupting their concentration. The target must make a Wisdom saving throw; on a failure, they suffer disadvantage on their next attack roll or saving throw.

Hairpin Seal
You embed a tiny explosive seal into an object or piece of clothing, which can be detonated later. If the seal is unnoticed, the target is surprised when it detonates, dealing 1d6 damage.

Perfumed Pulse
Release a faint chakra scent that envelops a target, charming one creature with low hostility for 1 turn. The target must succeed on a Charisma saving throw or be charmed, viewing you as a friendly acquaintance for the duration.
Tease Spark
You unleash a flash of chakra from your lips or skin, creating a dazzling display that distracts your target. The target takes 1d4 psychic damage and has disadvantage on their next Insight or Perception check as they struggle to focus on their surroundings.

Mitotic Regeneration – Seal of Creation
By releasing a complex seal stored within your body, your cells divide at accelerated rates, healing all wounds at a terrifying pace. You glow with a diamond-shaped seal as the technique consumes your stored chakra. Instantly heal 5d10 + 30 HP, and for the next 3 turns, regenerate 15 HP at the start of each round. You cannot be killed unless reduced to 0 and damaged again in the same round. Usable once per long rest, requiring DM approval for stored chakra or item trigger.

Chakra Infused Strength
You flood your limbs with controlled chakra, amplifying raw force to monstrous levels. For 1 minute, your melee attacks deal double damage, and you gain advantage on Strength checks and saves. Each hit with an unarmed or melee weapon knocks targets back 10 feet, and structures, terrain, and armor are damaged or destroyed on impact. All damage dealt counts as magical damage.

Bloodboil Palm
You channel dark energy into your palm, forcing a creature's blood to violently rupture from within. The target must make a saving throw or suffer severe internal damage and experience difficulty maintaining concentration for the duration.

Chakra Blockade Field
You create a 30-foot radius field centered on a point you choose within range. Within this field, all enemies experience suppressed chakra regeneration and healing effects, preventing them from regaining hit points or using abilities that rely on chakra for the duration of the spell.

Revive from Stasis
This spell allows you to restore a recently fallen ally, who has died within the last minute, to 1 hit point and stabilize them. The target awakens with a gasp, their wounds closing slightly as they return to consciousness, but they remain vulnerable until they receive further healing.

Mitochondrial Override
You manipulate the biological energy within a creature, forcing their body into overdrive. For allies, this grants a +2 bonus to AC and regenerates 5 hit points per round. For enemies, they must make a Constitution saving throw or take 3d8 fire damage and suffer one level of exhaustion.

Chakra Scalpel: Vital Dissection
You perform a precise surgical strike on a target's limb, dealing 6d6 damage. On a failed saving throw, the target loses the use of that limb for 1 minute, rendering it incapacitated for any actions requiring that limb.

Lymph Shock Strike
With a swift and precise jab, you target the lymphatic system of a creature, delivering a shock that can cause temporary paralysis. The target must make a Dexterity saving throw; on a failure, they are stunned for 1 round, unable to act or react.

Mass Healing Technique
You channel your healing energy to restore vitality to your allies. Choose up to 3 creatures within a 15-foot radius; each target regains hit points equal to 3d6 plus your Wisdom modifier.

Emergency Transfer
In a moment of dire need, you can teleport a willing creature within 60 feet to your side, swapping places with them. This spell allows for quick repositioning in combat or to escape danger, ensuring both you and the target are safe from harm.

Internal Bleed
You cause the target's internal organs to bleed, inflicting excruciating pain. The target must make a Constitution saving throw or suffer 2d8 damage at the start of each of its turns for 1 minute, ending the effect on a successful save.

Stabilizing Touch
You reach out and touch a dying creature, halting their death saves and restoring them to 1 hit point. This spell can be a lifeline in dire situations, allowing allies to recover and continue fighting.

Vital Mark
You designate a weak spot on a creature you can see within range. The next attack roll made by an ally against that creature before the end of your next turn has advantage.

Scalpel Strike
Imbue your hand or a melee weapon with chakra, allowing you to deliver a precise strike that targets the internal structure of your opponent. This attack bypasses armor, dealing internal damage directly to the target's vital organs.

Sterile Surge
You unleash a wave of purifying energy that cleanses toxins, rot, or blood from a 5-foot cube or a single object or person. This spell is particularly effective against poisons and diseases, restoring the target to a state of cleanliness and health.

Pulse Scan
You can detect the heartbeat, breathing, or internal chakra anomalies of creatures within a 30-foot radius. This spell allows you to sense the life force of creatures, revealing their current health status and any irregularities in their vital signs.

Chakra Stitch
You channel your inner energy to close a fresh wound or stop light bleeding. This spell heals 1d4 hit points plus your Wisdom modifier, sealing the injury with a warm, glowing light.
Unreal Cataclysm
Unleash a devastating wave of psychic energy that causes the environment to collapse around the target and nearby creatures. Those affected must make a saving throw or take psychic damage and become frightened, experiencing the chaos of their surroundings crumbling around them.

Genjutsu Binding: Thousand Cries
You weave a powerful illusion that torments the target with horrifying sounds and visions, making them believe they are being flayed or tortured. The target must make a Wisdom saving throw; on a failure, they become frightened, silenced, and stunned for 1 round, unable to act or communicate.

Shattered Self Technique
You force a creature to confront a terrifying illusion of their own death or failure, overwhelming their mind with dread. If they fail to resist, they become paralyzed for 2 rounds and suffer 6d10 psychic damage as the illusion takes hold.

Binding Dreamscape
You weave a spell that ensnares the target's mind, causing them to believe they have entered a tranquil dreamscape, free from the chaos of battle. On a failed saving throw, the target is confused for 1 minute, perceiving their surroundings as a serene environment, and can attempt to save at the end of each of their turns to break free from the illusion.

Hall of Mirrors
You and one ally become surrounded by dozens of moving reflections, creating a disorienting illusion. All attacks against you suffer disadvantage, and enemies must succeed on a Wisdom saving throw to identify the real targets among the reflections.

Sensory Overload
The target is overwhelmed by a barrage of vivid illusions, rendering them blinded and deafened. If the target attempts to take any action, they suffer 4d8 psychic damage as their mind struggles to cope with the sensory assault.

Memory Break
You target a creature and erase the last 6 seconds of its memory, causing confusion and disorientation. The creature must succeed on a Wisdom saving throw or be unable to recall the events that just transpired, potentially leading to erratic behavior.

Shadow Binding Phantasm
You conjure illusory tendrils of shadow that ensnare the target's mind, making them believe they are immobilized. The target must succeed on an Intelligence saving throw to break free; on a failure, they waste their actions attempting to escape the phantom restraints.

Voice of Betrayal
Whisper insidious thoughts into a target's mind, sowing seeds of doubt and mistrust towards their allies. The target must choose to either attack the nearest creature or make a saving throw to resist the compulsion.
Mind Static
The target's thoughts become jumbled and chaotic for 1 minute, causing them to struggle with concentration. During this time, they have disadvantage on concentration checks and must randomly choose between two possible actions each turn, leading to unpredictable behavior.

Mirror Field
You create a shimmering field of false reflections in a 30-foot radius around you. Attackers within this area have a 50% chance to miss their attacks unless they succeed on a Wisdom (Perception) check against your spell save DC.

Clone Storm
You create 2 to 4 semi-illusory clones of yourself that flicker in and out of existence. While the clones are active, attacks against you have disadvantage as enemies struggle to discern your true form.
Sleep Whispers
You attempt to lull a creature into a state of magical drowsiness with soothing whispers. The target must succeed on a Wisdom saving throw or become drowsy, rendering them stunned for 1 turn.
Nerve Flicker
You target a creature's nervous system, causing them to believe their limbs are either burning or numb. The target takes 1d8 psychic damage and has their movement speed halved for 1 round as they struggle to comprehend the sensation.

Glare of Intent
You briefly flood a creature's senses with your overwhelming killing intent, causing them to feel a surge of dread. The target takes 1d4 psychic damage and has disadvantage on their next saving throw against your spells or abilities.

False Echo
You create a faint sound, whisper, or noise behind a target, forcing them to make a Perception check to discern the source. On a failure, the target is distracted, granting advantage to attacks against them until the end of your next turn.

Shifting Image
Your silhouette warps and blurs slightly, creating an illusion that confuses your enemies. The next attack roll made against you has disadvantage as they struggle to focus on your distorted form.

Seal Release: Exploding Archive
Unleash the power of four pre-bound scrolls, each containing a potent elemental jutsu. Upon activation, each scroll bursts forth, dealing 3d8 damage of its stored elemental type to all creatures in a 20-foot radius, creating a chaotic explosion of elemental energy.

Chakra Drain Seal
You inscribe a draining glyph on a target, sapping their chakra each round. The target takes 3d10 necrotic damage at the start of their turn, and you regain half of the total damage dealt as temporary hit points. The target can make a Constitution saving throw at the end of each of their turns to end the effect, taking half damage on a successful save.

Forbidden Body Seal
You lock down a creature's ability to speak, use chakra, or form hand seals for 1 minute. The target must make a Constitution saving throw at the end of each of its turns to end the effect.

Twin Glyph Detonation
You inscribe two magical glyphs in your chosen locations, linking them across space. When you detonate one glyph, both explode simultaneously, dealing damage to all creatures within the area of effect, allowing for strategic remote charges.

Reverse Summon Sigil
This spell allows the caster to instantly teleport a marked creature or object back to a predetermined location. The target must be within range and marked with a sigil that the caster inscribed beforehand, ensuring a swift return to safety or a strategic position.

Sealing Ring of Isolation
You create a magical ring of seals that traps a creature within its confines. While inside, the creature cannot be teleported or summoned out, and no external forces can enter the ring.

Scroll Clone Technique
You create a clone made of paper and sealing tags that mimics your movements. Upon contact with an enemy, the clone explodes, dealing damage to all nearby foes.

Tag Storm Technique
You summon a flurry of blank tags that rapidly slap onto your targets. Each tag deals 2d6 force damage and reduces the target's movement speed by half for the duration of the spell.

Paralysis Matrix Seal
You create a magical seal on the ground that paralyzes any creature that steps on it. The target must make a Constitution saving throw or become paralyzed for 1 round.

Mark of Delay
You inscribe a glyph on the ground that remains dormant for a predetermined duration. When the time elapses, the glyph activates, attempting to stun a target within range; if the target fails a saving throw, they are stunned for the duration.

Silent Field Seal
You create a 15-foot radius zone that suppresses all sound, preventing any noise from entering or escaping the area. For the duration of 1 minute, creatures within the zone cannot hear anything outside, and any sounds made inside the zone are muffled and inaudible to those outside.

Storage Seal: Weapon Vault
This spell allows the caster to bind up to three medium weapons or objects into a magical scroll. The stored items can be summoned or released at will, providing quick access to essential gear during combat or exploration.

Chakra Lock Seal
This spell creates a mystical seal that temporarily prevents the target from using one known jutsu or technique. The target must make a saving throw against your spell save DC at the start of each of their turns to break free from the seal's effects.

Exploding Tag Array
You create an array of three small explosive seals that can be placed in a designated area. Each seal can be triggered either by a delayed activation or by proximity, dealing 2d6 damage to any creature within range upon detonation.

Binding Sigil
You quickly etch a sigil onto the ground or a target's body, creating a magical seal that binds their movement. The target must succeed on a Dexterity saving throw or have their speed reduced by half for the duration of the spell.

Suppressing Mark
A minor seal that weakens a creature's magical abilities, causing them to falter in their next attempt. The target suffers disadvantage on their next spell attack roll or saving throw, making it harder for them to succeed.

Tag Ignition
Ignite a paper tag from up to 30 feet away, allowing you to trigger traps or timed effects without being in close proximity. This spell is particularly useful for setting off explosive traps or activating magical devices from a safe distance.

Chakra Ink Touch
You inscribe a glowing symbol on an object or surface, imbuing it with mystical energy. The symbol lasts for 1 hour and can grant various effects based on the symbol's design, such as enhancing abilities or providing protection.
Volcanic Detonation
You summon a small bloom of lava beneath your enemy, creating a fiery explosion in a 10-foot radius. The area becomes hazardous terrain, dealing 6d6 fire damage to creatures within it and igniting the ground, causing ongoing fire damage to those who remain in the area.

Storm Cage Field
You create a crackling electric dome that traps a creature within its confines. The creature takes 4d10 lightning damage at the start of each of its turns while inside the dome and cannot teleport or use any form of teleportation magic to escape.
Elemental Annihilation Array
You create an array of elemental energy by marking four locations within range. After one round, a surge of elemental energy erupts from each marked location, dealing devastating damage to all creatures in a 20-foot radius around each node.

Landslide Break
You unleash a minor quake that causes the ground to tremble violently. All terrain within a 30-foot radius becomes difficult and unstable, forcing creatures to make a Dexterity saving throw or fall prone, taking 6d6 bludgeoning damage from the shifting earth.

Flash Step Blitz
You teleport to up to three targets within 30 feet, delivering a swift strike to each. Each target takes 3d8 damage as you appear and vanish in a blur of motion.

Inferno Dragon
You conjure a massive fire dragon that sweeps through a 60-foot line, dealing 6d10 fire damage to all creatures in its path. The terrain in the area becomes ignited, creating a burning effect that persists for 1 minute, causing additional fire damage to any creature that enters or starts its turn in the area.

Tempest Vortex
You create a swirling vortex of wind in a 20-foot radius centered on a point you choose within range. This tempest flings enemies away from the center and deflects incoming ranged attacks, creating a chaotic battlefield.

Earthen Grasp Coffin
Hands of rock erupt from the ground, ensnaring a target and squeezing tightly. The target must succeed on a Strength saving throw or be restrained and take 4d10 bludgeoning damage as the rocky hands crush them.

Elemental Clone Technique
Summon a clone of yourself infused with elemental energy. Upon its destruction, the clone explodes in a burst of elemental force, dealing damage in a radius around it.

Water Fang Prison
You conjure a swirling spiral of icy water that ensnares a target within its grasp. The target must succeed on a Dexterity saving throw or become restrained, taking 3d8 cold damage as the water constricts around them.

Raiton Armor Pulse
You envelop yourself in a brief cloak of crackling lightning energy, gaining resistance to lightning damage and a surge of speed. Your next melee attack is charged with electrical energy, dealing an additional 2d10 lightning damage to your target.

Chakra Detonation Seal
You create a magical seal on the ground that detonates when triggered, releasing a burst of force energy. All creatures within a 10-foot radius must make a saving throw or take 4d10 force damage, half on a successful save.
Fire Style: Phoenix Barrage
Unleash a flurry of three fiery projectiles, each bursting with the essence of a phoenix. You can target a single foe with all three fireballs or split them among multiple targets, igniting the battlefield with flames of rebirth.

Stone Dome Guard
Raise a temporary dome of stone that provides full cover and absorbs damage. The dome has 20 hit points and collapses when its hit points are reduced to zero, protecting those inside from attacks.

Lightning Lunge
You dash forward 20 feet in a bolt of electricity, leaving a trail of crackling energy in your wake. Any creatures in your path must make a Dexterity saving throw or take 2d6 lightning damage, half as much on a successful save.

Flame Snare Technique
A chain of fiery energy lashes out from your hand, ensnaring a target in flames. On a successful hit, the target is restrained by the flames until they succeed on a saving throw to break free.

Wind Style: Gale Cutter
You unleash a spinning blade of wind that slices through everything in its path. The blade travels in a 30-foot line, dealing slashing damage to all creatures caught within it.

Water Style: Pressure Shot
Unleash a concentrated bolt of high-pressure water that strikes a target with force. On a failed saving throw, the target is knocked prone as the water blast overwhelms them.

Earth Style: Mud Spire
Summon a 5-foot tall stone spike from the ground, creating a barrier that grants cover to those behind it. Enemies that are within 5 feet of the spike must make a saving throw or take 2d6 piercing damage as they are impaled by the sudden emergence of the spire.

Lightning Style: Static Grasp
You channel a surge of electrical energy into your hand, delivering a shocking melee attack. On a hit, the target takes 2d8 lightning damage and must make a Dexterity saving throw or lose their reaction until the end of their next turn.

Fire Style: Ember Arc
Unleash a crescent of searing flames in a 15-foot cone, dealing 2d6 fire damage to all creatures caught within its path. The flames flicker and dance, igniting flammable objects and leaving a lingering warmth in the air.
Wind Push
Unleash a small burst of wind that pushes lightweight objects or creatures back 5 feet. This spell can be used to disrupt foes or clear obstacles in your path.

Arc Shock
Channel a surge of electrical energy from your fingertips, creating a disruptive shockwave that targets technological devices and tools. On a critical hit, the target is disarmed, and their equipment is temporarily disabled.

Flare Palm
You unleash a burst of flame from your palm, igniting your target in a fiery explosion. The flames deal fire damage and can catch nearby flammable objects ablaze.

Flash Element Barrage
Unleash three elemental blasts in rapid succession, choosing from fire, ice, lightning, or acid. Each blast takes the form of a 20-foot line or cone, dealing 5d6 damage of the chosen elemental type to all creatures in its path.

Sealing Field: Stasis Coffin
You create a floating chakra coffin that traps a creature within it, immobilizing them in a state of stasis. The trapped creature must make a saving throw at the end of each of its turns to attempt to break free, with a maximum duration of 3 turns.

Chakra Armor Skin
Encases your body in a shimmering layer of chakra, enhancing your defenses. For the duration, you gain a +3 bonus to your Armor Class and resistance to all non-magical damage.

Advanced Clone Assault
Summon four independent clones that attack your enemies. Each clone can make one attack per round, dealing real damage, and they persist for three rounds before vanishing.

False Surroundings Technique
You create a large illusion that alters the appearance of the terrain or creates a crowd within a 60-foot cube. This illusion can be used to mislead enemies, provide cover for stealthy maneuvers, or set up ambushes, making it difficult for foes to discern reality from illusion.

High-Speed Flicker
You teleport up to 90 feet to an unoccupied space that you can see. If you use this spell as a charge, you gain advantage on your next melee attack, leaving behind a trail of static or scorched air that crackles with energy.
Four Pillar Bind
You create four chakra-infused posts that rise from the ground, forming a square around a target creature. The creature is restrained for 3 rounds or until it breaks free with a successful Strength check against your spell save DC.

Shadow Step
You step instantly between two areas of low light or shadow, leaving behind an afterimage clone that distracts your enemies. The clone lasts until the start of your next turn, providing a brief moment of confusion for those who see it.

Chakra Suppression Field
You create a 15-foot radius field that disrupts the flow of magical energy. Enemies within this area must succeed on a Wisdom saving throw to cast spells or activate abilities; failure results in the inability to do so until they leave the field.

Smoke Screen Seal
You create a thick cloud of smoke in a 30-foot radius centered on a tagged object, heavily obscuring the area. The smoke lasts for 1 minute or until dispersed by strong wind, providing cover and hindering visibility for all creatures within the area.

Chakra Blade Extension
You channel your inner chakra to form a blade of pure energy that extends from your weapon or wrist. This magical blade deals slashing damage and can bypass basic armor, striking directly at your opponent's vitality.

Double Clone Technique
You summon two clones of yourself that can move autonomously. These clones can distract enemies, block attacks, or mimic non-jutsu actions, providing tactical advantages in combat.

Sensing Pulse
Emit a burst of chakra that radiates outwards, allowing you to detect movement within a 60-foot radius. This pulse reveals the presence of all creatures behind cover or walls, though their exact locations remain obscured.

Explosive Tag
You place a chakra-etched tag that detonates either on command or when a creature comes within proximity. The tag can be thrown or planted, creating a delayed explosion that deals damage to all creatures within its radius.

Surface Walk
You gain the ability to walk on walls or water for the duration of the spell. This effect lasts for 1 minute, but requires concentration if you are under duress, such as being attacked or distracted.

Body Flicker
You teleport up to 30 feet in a straight line to an unoccupied space that you can see. This movement must occur on flat terrain and requires a bonus action to cast.

Chakra Thread
You create an invisible thread of energy that allows you to manipulate light objects or activate traps within range. This thread can lift, pull, trip, or trigger seals, providing versatility in both combat and exploration.

Shuriken Control
Harness the power of chakra to manipulate the trajectory of a thrown weapon mid-flight. This spell allows you to gain advantage on your attack roll or reroll a thrown weapon attack, ensuring your aim is true.

Basic Clone Technique
Summon a harmless illusion of yourself that can confuse enemies. This spell creates 1 non-interactive clone that can mislead foes, potentially fooling them on low Insight rolls.

Sense Chakra
You briefly attune your senses to the chakra in your vicinity, allowing you to detect the presence of chakra within a 30-foot radius. This spell reveals whether a creature has chakra or is currently casting a spell, providing insight into their magical capabilities.

Chakra Spark
Discharge a surge of chakra from your fingertips, allowing you to ignite small objects or deliver a stunning shock to tiny creatures. This spell can be used to light a candle or to deal 1 lightning damage to a Tiny creature, temporarily stunning it.

Kawarimi no Jutsu
You instantly substitute yourself with a nearby object, such as a log or rubble, allowing you to dodge an incoming attack. You teleport to a location within 15 feet, leaving the object in your place to absorb the attack's impact.

Henge no Jutsu
You transform your appearance to mimic that of a similarly sized creature or object. This disguise lasts until you are struck by an attack or you choose to end the effect, allowing you to blend in or escape detection.

Chakra Step
You briefly stick to a surface or make a weightless footfall, allowing you to move silently or climb a wall with ease. This spell grants you the ability to traverse vertical surfaces or move stealthily without the need for checks, enhancing your agility and stealth capabilities.