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@Image1 = main character identity reference

提示词来自 @lilreaperjr 的原推 ↗ · ❤️ 43 · 版权归原作者所有

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@Image1 = main character identity reference
@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
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