@Image1 = main character identity reference
{SUBCLASS} = (blank = let the image decide; or name one Domain
from the allowed list)
{PRESENTATION} = (blank = read sex/build from @Image1; or force
"feminine" / "masculine" / "neutral")
{ALIGNMENT_TONE} = (blank = decide from @Image1's vibe; or
"celestial" / "fiendish")
{ENVIRONMENT} = (blank = random from the list; or name a specific
setting/scene)
Create a highly detailed epic fantasy medieval cinematic
illustration set in the world of Dungeons & Dragons, depicting
the character from @Image1 reimagined as a CLERIC, mid-casting of
divine power in a dynamic, badass pose.
— IDENTITY LOCK (PERSON, NOT CLOTHES, NOT A FROZEN HEADSHOT) —
ABSOLUTE HEAD/FACE RULE (READ FIRST — OVERRIDES EVERYTHING
BELOW): Before applying any other identity instruction, check
@Image1's head and face. If the source has ANY of the following
— no visible head at all, a smoke/shadow/void where the head
would be, a mask, a helm, a veil, a hood that conceals the face,
bandages, a covered or obscured face, or any face-covering
accessory — then that exact trait is PERMANENT, IDENTITY-
DEFINING, and PRESERVED EXACTLY as the source has it. Do NOT
remove it. Do NOT replace it with a bare face. Do NOT "reveal"
the face behind it. Do NOT invent a head where there is none. A
masked character stays masked (same mask); a headless/smoke-
headed character stays headless/smoke-headed; a helmed character
keeps the helm. The "freshly-posed face" instruction in the next
paragraph DOES NOT APPLY to a covered or absent head — you may
re-angle the head/mask/helm with the body's motion, but the
covering or absence itself is never undone. This rule wins over
every pose, presentation, transformation, and camera instruction
in this prompt.
Carefully analyze @Image1 and preserve the character's CORE
IDENTITY — but NOT their original outfit, and NOT the original
head angle, gaze, or expression. Preserve:
- facial LIKENESS / identity: ONLY IF the source face is visible
and uncovered (if it is covered or absent, the ABSOLUTE rule
above governs and this bullet does not override it). For a
visible face: the same recognizable face — bone structure, eye
shape and color, distinctive features — so it is unmistakably
the SAME PERSON. The head angle, gaze direction, and facial
expression are NOT fixed: render the face from whatever new
angle and with whatever expression the rolled POSE and action
call for. Think of it as the same actor filmed in a new shot —
clearly them, freshly posed — NOT their original headshot
pasted onto a new body. (Again: this freshly-posed-face license
applies ONLY to an already-visible, uncovered face; it NEVER
licenses uncovering a mask/helm/veil or supplying a missing
head.)
- any MASK, helm, veil, face-covering, or head-absence is itself
a preserved identity feature per the ABSOLUTE rule above — kept
exactly, re-posed with the body but never removed or revealed
- hair color, hairstyle silhouette (the style may move/flow with
the action; the color and general look stay)
- body type, proportions, and the source's SEX/BUILD (masculine,
feminine, or ambiguous) — this is preserved exactly and is NOT
changed by the presentation clause below
- distinctive NON-CLOTHING ANATOMICAL features, preserved fully
as part of the character's body (NOT discarded with the
outfit): horns, antlers, wings, tails, tentacles, extra limbs,
fins, fish/serpent tails, beast ears, claws, fangs, pointed
ears, animal/monster features, markings, tattoos, scars,
glowing eyes/marks, auras, and any fantastical body trait. If
@Image1 has wings, a tail, tentacles, or similar, the rebuilt
character MUST still have them, matching their original form
and color.
- the overall COLOR PALETTE of the character
- OUTFIT INSPIRATION — the source outfit's design DNA: its
silhouette and garment type (dress, armor, robe, coat, gown,
leathers, etc.), dominant patterns and motifs (patchwork,
smoke effects, stripes, frills, layered fabric, leather
straps, fur trim, etc.), ornamentation character, signature
accessories or symbols, and the overall design language of
what they're wearing — this is preserved AS IDENTITY and
flows through into the new class attire below
- personality vibe and overall mood/energy
— TRANSFORMATION (REIMAGINE FOR ROLE) —
IMPORTANT: Do not preserve clothing literally. Instead, reimagine
the character into their class-appropriate form, with custom
details inspired by their original design.
Reimagine @Image1 as a cleric version of themselves.
Their cleric attire should feel genuine to the class,
high-fantasy, and personality-driven: sacred ceremonial vestments and robes, divine insignia and domain symbols, sanctified light armor or breastplate over robes, blessed embroidery and trim, holy regalia and stoles, prayer cords and reliquaries, domain-touched glow or shadow at the edges, ritual jewelry, and custom details
inspired by the original design. The preserved OUTFIT INSPIRATION
from the identity section above (silhouette, patterns, motifs,
colors, ornamentation, signature accessories) flows through into
the new attire — a patchwork source produces patchwork cleric
gear; a dress source produces a cleric's dress; an armored
source stays armored; the source's design language carries
forward into the role.
Do not turn them into a generic cleric. They must still
clearly read as the same character. Preserved anatomical features
(wings, tail, horns, tentacles, etc.) are kept and the reimagined
attire is built around them.
— CLASS (LOCKED) —
The character's class is CLERIC. This is fixed. Do not change,
hybridize, or substitute the class.
— SUBCLASS / DOMAIN (USER-LOCKED OR REASONED SELECTION) —
If {SUBCLASS} is provided, use that exact Domain from the list
below — do not override it, do not second-guess it.
If {SUBCLASS} is left blank, analyze @Image1's appearance, color
palette, vibe, and apparent personality, then choose the single
best-fitting Domain. Do not invent a Domain. Do not choose with
no reasoning.
Allowed Domains:
- Knowledge (secrets, lore, revelation)
- Life (healing, vitality, restoration)
- Light (radiance, fire, burning truth)
- Nature (wild growth, beasts, the green)
- Tempest (storm, thunder, lightning, sea)
- Trickery (deception, shadow, illusion)
- War (battle, conquest, martial fury)
- Death (entropy, killing power, the end)
- Forge (fire, metal, sacred craft)
- Grave (the boundary of death, mercy, undeath-hunting)
- Order (law, command, binding word)
- Peace (bonds, protection, unity)
- Twilight (dusk, comforting dark, starlight)
— DIVINE CONDUIT & CHANNEL DIVINITY (SIGNATURE FOCUS) —
A Cleric does NOT cast through an arcane circle. Divine power
flows through a CONDUIT: a raised or glowing HOLY SYMBOL (held
aloft, worn at the chest, or floating before them) and/or
CHANNELED DIVINITY erupting from the body — beams of holy light,
descending radiance, a divine seal/sigil unfurling above or
around the cleric. The holy symbol's design reflects the Domain
and draws its materials/accents from @Image1's palette.
The signature display is CHANNEL DIVINITY: an overt, spectacular
release of divine power (radiant burst, descending pillar of
light, expanding holy seal, turning/searing wave) appropriate to
the Domain and the chosen spell.
— DOMAIN COLOR + FORCED-VISUAL SPELL POOL —
Pick ONE spell at random from the chosen Domain's pool and render
the SPECIFIC described effect — never a generic energy blast. The
divine energy uses the Domain's fixed COLOR:
- Knowledge (deep blue / silver):
· Augury — a glowing divinatory symbol/omen forming in the air
· Legend Lore — radiant script and ghostly historical images
swirling around the cleric
· Mind Spike — a lance of silver-blue psychic light to the head
· Divine revelation — a burst of script-light unveiling hidden
truth
- Life (warm gold / white):
· Cure Wounds — golden restorative light knitting a wound closed
· Mass Healing Word — radiant motes spreading outward to many
· Revivify — a pillar of life-light pouring down onto a fallen
body
· Beacon of Hope — a warm dome of uplifting radiance around
allies
- Light (brilliant white-gold / fire):
· Sacred Flame — a column of searing holy fire striking down
· Daylight — a blinding sphere of pure radiant daylight
· Guiding Bolt — a hard lance of brilliant light streaking out
· Radiance of the Dawn — an expanding sunburst shockwave
- Nature (verdant green / amber):
· Spike Growth — bursting thorned vines and growth from the
ground
· Wind Wall — a swirling vertical wall of leaves and gust
· Conjure Animals — spectral beasts of green divine light
forming
· Barkskin — bark-and-leaf divine armor sheathing the body
- Tempest (storm blue / white):
· Call Lightning — a bolt crashing down from a conjured storm
cloud
· Thunderwave — a visible concussive ring of force blasting
outward
· Sleet Storm — a battering cylinder of ice and freezing rain
· Destructive Wave — a ground-splitting divine thunder shockwave
- Trickery (violet / shadow):
· Mirror Image — semi-transparent duplicate clerics fanned out
· Invisibility — the body dissolving into shadow-shimmer
· Blink — the cleric phasing half-out of reality in violet light
· Dust Devil — a swirling shadow-dust vortex
- War (crimson / iron):
· Spiritual Weapon — a floating conjured weapon of divine energy
· Divine Favor — the cleric's weapon wreathed in burning holy
light
· Crusader's Mantle — a banner-like aura of war-light around
them
· Guardian of Faith — a towering spectral armored guardian
beside the cleric
- Death (black / sickly green):
· Inflict Wounds — a clutching burst of necrotic divine energy
· Blight — withering black-green energy draining a target
· Ray of Enfeeblement — a dim necrotic beam sapping a foe
· Circle of Death — an expanding sphere of black death-energy
- Forge (molten orange / steel):
· Heat Metal — a weapon/armor glowing red-hot with divine heat
· Searing Smite — the weapon erupting with forge-fire on a
strike
· Wall of Fire — a roaring vertical wall of sacred flame
· Spirit conjured armor — molten divine plate forming over the
body
- Grave (pale grey / soft gold):
· Toll the Dead — a spectral mourning bell-toll of grey energy
around a target
· Spare the Dying — a soft stabilizing grey-gold glow over a
body
· Path to the Grave — a marked target ringed in vulnerable grey
light
· Vampiric Touch — a grey-gold life tether drawn from a victim
- Order (gold / royal blue):
· Command — a booming radiant word-sigil striking a target rigid
· Hold Person — a target frozen inside golden binding rings
· Zone of Truth — a glowing inescapable truth-circle on the
ground
· Bond of judgment — chains of golden law-light binding a foe
- Peace (soft teal / white):
· Sanctuary — a gentle protective shimmer-bubble around an ally
· Heroism — a warm emboldening aura wrapping an ally in light
· Warding Bond — a visible tether of protective light between
two
· Sphere of peace — a calm radiant dome stilling the area
- Twilight (indigo / starlight):
· Faerie Fire — targets outlined in soft glowing twilight light
· Sleep — drifting starlit motes settling over foes
· Twilight Sanctuary — a sphere of comforting starlit dusk
around the cleric
· Moonbeam — a vertical column of pale silver-indigo light
— DIVINE RADIANCE OVERLAY (CELESTIAL VS FIENDISH) —
Two INDEPENDENT layers on the divine effect:
1. COLOR is set by the Domain (above) and does not change.
2. RADIANCE CHARACTER is set by @Image1's vibe (or
{ALIGNMENT_TONE} if provided) and is applied as a TREATMENT
on top of the Domain color:
- CELESTIAL (benevolent / holy / noble vibe): clean light,
soft glow, feathered or winged motifs, halos, smooth holy
geometry, ascending radiance, pure edges.
- FIENDISH (sinister / dark / menacing vibe): harsh ember-lit
light, smoke and cinder, jagged infernal sigils, clawed or
horned motifs, oppressive downward radiance, scorched edges.
The Domain still owns the hue; the celestial/fiendish treatment
changes the CHARACTER of the light, not its color (e.g. a
fiendish War cleric = crimson light with smoke, cinders, and
infernal sigils; a celestial War cleric = crimson light with
clean rays and feathered holy motifs). These layers are
independent — do NOT default every cleric to generic golden holy
light, and do NOT let the radiance character override the Domain
color.
— PRESENTATION (SEX/BUILD-GATED) —
Determine the character's sex/build:
- If {PRESENTATION} is provided, use it exactly (feminine /
masculine / neutral).
- If {PRESENTATION} is blank, READ IT FROM @Image1'S BODY AND
PHYSICAL BUILD ONLY — never from the clothing, and never from
the presence or absence of a face. If the source is masculine,
or androgynous/ambiguous, or headless/faceless such that sex
cannot be clearly determined, treat it as NON-feminine
(masculine or neutral) — do NOT feminize it. Apply feminine
styling ONLY when the source body clearly reads feminine.
Then style accordingly:
- FEMININE: design the clerical vestments/armor to be elegant,
form-fitting, and flattering as well as appropriate to the
Domain — fitted robes or a sculpted cuirass per Domain, with
tasteful skin-revealing elements (bare shoulders, a midriff
cutaway, a leg slit) integrated into dignified holy regalia
(framed by real armor for martial Domains, never bikini
armor). Alluring and confident, at the level of elegant
fantasy art — never crude, fetishized, or explicit.
- MASCULINE: design dignified, well-fitted, commanding clerical
vestments/armor with a strong holy silhouette appropriate to
the Domain. Do NOT feminize the body or add feminine cutaways.
- NEUTRAL/AMBIGUOUS: functional androgynous vestments that
preserve the source's ambiguous build; do not push toward
either sex.
Whatever the presentation, the source's preserved SEX/BUILD and
all anatomical features from the IDENTITY LOCK are never altered
by this clause.
— POSE (CLASS-CONDITIONED RANDOM — OVERRIDES IMPLIED STANCE,
INCLUDING THE HEAD) —
ABSOLUTE POSE RULE (READ FIRST — OVERRIDES THE SOURCE IMAGE'S
POSE): The character's pose, stance, body angle, limb positions,
head angle, gaze, and expression are determined ENTIRELY by the
rolled pose below — NEVER by @Image1. The source image's pose is
DISCARDED completely. This holds NO MATTER HOW STRONG, ICONIC,
DISTINCTIVE, OR DRAMATIC the source's original pose is — a
striking or memorable original pose is explicitly NOT a reason
to keep it; it is replaced like everything else except the
preserved identity traits. Furthermore: if the rolled pose
happens to SUPERFICIALLY RESEMBLE the source's pose (e.g. both
involve an outstretched hand or a similar stance), you must
still stage it as a GENUINELY NEW, DISTINCT SHOT — different
camera angle, different limb placement, different body
orientation and energy — and must NOT snap to or reproduce the
source image's exact staging. The only things carried from
@Image1 are the IDENTITY-LOCK traits (likeness, body, anatomy,
palette, vibe, any mask/headless trait); the POSE is never among
them. This rule wins over the source image and every other
block.
Choose one pose at random and render it as a dynamic, cinematic,
badass divine-casting moment. The rolled pose DEFINES the
character's whole body INCLUDING the head angle, gaze direction,
and facial expression, the stance, and the arm positions, and
OVERRIDES any pose, head angle, or expression implied by the
source image or any other block. Do NOT transplant the source
image's head angle or expression onto the new body — the head
re-poses with the action. Any wings, tails, tentacles, fins, or
extra appendages from @Image1 re-pose dynamically WITH the action
— part of the body, moving with the pose, never frozen and never
omitted. The holy symbol/conduit is visible in all poses. The
poses must be visibly distinct from one another:
1. Holy symbol raised high, divine light erupting downward,
head tilted up into the radiance
2. One hand thrust forward channeling the Domain spell, vestments
blasting back, head turned into the cast
3. Channel Divinity unleashed — a spectacular radiant burst from
the body, head back, arms wide
4. Rising off the ground wreathed in divine radiance, head
lifted, symbol blazing
5. Slamming symbol or fist down, a holy seal expanding across the
ground, head down with the impact
6. Calm commanding stance, divine seal suspended before them,
head level, gaze steady at viewer
7. Wheeling mid-cast, divine energy trailing in an arc, head
whipping around
8. Weapon/symbol raised with war-light or healing-light surging
out, head turned toward the effect
9. Standing in judgment, full divine display radiating, head
high and commanding
— CAMERA / DYNAMISM (RANDOM) —
Choose one camera treatment at random and apply it so the shot
feels cinematic and powerful:
1. Subtle foreshortening — mild depth exaggeration, symbol or
lead hand slightly closer to camera (safe for any pose)
2. Strong action foreshortening — symbol, hand, or divine blast
thrust dramatically toward the camera, exaggerated scale,
peak-moment impact (use ONLY with an active casting pose; if
the rolled pose is calm or controlled, fall back to option 1)
3. Low hero angle — camera near ground looking up, character
towering and monumental against the sky
4. Dramatic Dutch tilt — angled horizon for kinetic instability
and tension
5. Sweeping wide cinematic framing — character smaller in frame,
divine effect and environment scale amplified, epic energy
— COMPOSITION —
Solo composition — a single character, no other figures, framed
to make the character look powerful and striking. (The
character's own anatomical features — wings, tails, tentacles,
extra limbs, fins — are PART OF the single character, not "other
figures," and must be included; they never count against the
solo composition. Domain spells that conjure spectral helpers —
e.g. Guardian of Faith, Spiritual Weapon, Conjure Animals — may
show that conjured divine construct/energy as part of the spell
effect, but NOT a separate independent creature companion.)
Three-quarter view by default, overridden by the rolled CAMERA /
DYNAMISM treatment. 16:9 landscape aspect ratio, composed as
splash art / key-visual suitable for use as a wallpaper or
background. Strong silhouette clarity, cinematic depth.
— ENVIRONMENT (USER-LOCKED OR 1D12 ROLL) —
- If {ENVIRONMENT} names a specific setting, use that exact
setting/scene.
- If {ENVIRONMENT} is blank, pick the setting by a RANDOM 1d12
roll with EQUAL probability — a true random choice, NOT a
choice based on @Image1, the subclass, or what is most
"fitting." The world exists independently of the character and
their class; the character is an adventurer placed INTO this
setting, the class does NOT change the setting's tone. Do NOT
default to any one entry; every result 1-12 is equally likely.
Roll 1d12:
1 = enchanted sunlit ancient forest, shafts of golden light
through the canopy
2 = bustling high-fantasy market square in a vibrant city
3 = flower-blossomed alpine meadow under a clear blue sky
4 = moonlit shoreline of a crystal-clear lake, stars overhead
5 = soaring cliffside with cascading waterfalls and rainbow
mist
6 = gleaming citadel of pale stone and banners atop a green
hill
7 = luminous crystal cavern, jeweled walls casting prismatic
light
8 = rolling vineyard or wheatfield countryside at golden hour
9 = snowy mountain peak under a brilliant aurora at night
10 = arched stone bridge over a wide river, lush valley beyond
11 = arcane sanctum or grand library lit by warm magical light
12 = tropical coastal cove at sunset, palms and turquoise water
All settings are BEAUTIFUL high-fantasy locales — do NOT render
any of them as destroyed, ruined, blighted, burnt, wasted, or
post-apocalyptic. Night/dusk options (4, 9, 12) are atmospheric
and beautiful, NOT dark/grim. The setting is the world the
characters happen to be standing in; the character still gets to
look epic within it, but the environment itself stays beautiful
regardless of the character's class, subclass, or vibe.
— STYLE (LOCKED) —
Modern anime style, clean line art, soft cel-shading, high
contrast lighting, dramatic rim lighting, sharp highlights,
glowing accents in the eyes, highly detailed anime illustration,
cinematic composition, crisp edges, 4k. Fully stylized,
non-photorealistic.
— NEGATIVE / AVOID —
Do not lose the core identity of @Image1 (facial likeness, body,
anatomical features, palette, vibe). DO NOT, UNDER ANY
CIRCUMSTANCES, remove, lift, open, or "reveal the face behind" a
mask, helm, veil, hood, or face-covering the source is wearing —
a masked source stays masked with the SAME covering. DO NOT
invent, add, or supply a head or face for a headless, smoke-
headed, shadow-headed, or faceless source — it stays headless/
obscured exactly as in @Image1. These are among the single most
important constraints in this prompt and override the
freshly-posed-face license, the pose, presentation, and every
other block. Do NOT keep, adapt, restyle,
or re-texture the original outfit — the garment is fully rebuilt
as fantasy clerical vestments/armor. Do NOT transplant or freeze
the source image's head angle, gaze, or expression — the head
re-poses with the new action while staying the same recognizable
person. Do NOT change the source's sex/build — never feminize a
masculine, ambiguous, headless, or faceless source; the
presentation clause only styles, it never re-sexes the body. Do
NOT omit or strip the character's wings, tail, tentacles, fins,
horns, or other anatomical features — they are body, not
clothing, and survive the garment rebuild intact, re-posing with
the action. Do not make the character a generic stock priest with
no trace of the source palette/vibe. Do not cast through an
arcane wizard circle — use a divine conduit (holy symbol /
channeled divinity). Do not render spells as a generic
undifferentiated energy blast; each named spell must show its
specific described visual. Do not default every cleric to generic
golden holy light — apply the correct Domain color and the
correct celestial/fiendish radiance character. Do not let the
radiance character override the Domain color. For feminine
characters with martial Domains, do not produce non-functional
"bikini armor" — revealing elements must be framed by real
protective regalia and never crude or explicit. Do not collapse
every image to the same stance or head angle — the rolled pose
must clearly vary and overrides any stance/head implied
elsewhere. Do not let the divine effect wash out or obscure the
face and silhouette. Do not change the locked class. Do not
invent an off-list Domain. Do not add separate creature
companions or extra figures (distinct from the character's own
anatomy or a conjured spell construct). Do not use a flat or
static pose. Keep the result SFW, readable, and visually
powerful.
..............................END OF PROMPT..................................
#AI #AiArt #Art #AnimeArt #DNDArt #CharacterDesign #DigitalArt #AnimeStyle #CommunityPrompt
🖼️ 参考图(最多 3 张,选填):
