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Fantasy Magic Attack Animation

Game Cinematic / PVShort Filmby @mayv@簡単プロ級プロンプト公開中! · source ↗July 20, 2026

Full prompt

Worldview: A cinematic high-fantasy action RPG set in a magnificent magic city wet with rain. Reference the character from the source reference image and maintain them as the same person. Use the reference image only for the character's face, eye shape, iris color, hairstyle, hair color, outfit, decorations, physique, silhouette, atmosphere, and character colors. Do not reproduce the background, room, furniture, pose, angle, or framing of the reference image itself. Only facial expressions, gaze, mouth, pose, breathing, and natural swaying of hair and clothing may change. Mixing features, facial averaging, costume swapping, turning into a different person, cloning, or adding extra people is prohibited. If the reference character has unique small items/equipment, keep them, but all attacks must come only from the right palm.

High-density 3D Toon/Cel-look. Thin, delicate colored outlines, clear 2-3 stage cel shadows, and transparent mid-shadows. Multi-layer highlights on eyes and hair. Clearly distinguish material textures. High quality for background, magic effects, lighting, reflections, fog, and wet floors. The color design should feature the reference character's signature color as the lead, adjusting background light, waterways, crystals, magic lamps, reflection colors, and the internal emission color of smoke accordingly. The location remains the same, but architectural designs, patterns, small items, atmosphere, and light colors can be changed to match the character.

Protagonist fixed on the left, enemy fixed on the right throughout. The protagonist is at the bottom left with legs spread and knees bent, weight on the back leg. Point the right palm towards the enemy's chest, supporting the outside of the right wrist with the left hand. Show the connections of palm, wrist, elbow, and shoulder clearly, without obscuring the whole arm with rings. Recoil returns continuously through the wrist, shoulder, waist, and support leg, with hair, decorations, and clothing swaying backward with a time delay. No finger multiplication. Do not fire from weapons, books, or small items.

Enemy is a single giant black four-legged winged dragon on the right. Roughly 4x the height of the protagonist. One head, two horns, two glowing eyes, continuous neck and torso, four legs, one pair of wings, and one tail. The impact point is the center of the chest. Do not create extra heads, legs, wings, or tails.

Setting: A wide stone magic boulevard projecting into the air in a giant magic city after the rain. Wet stone floor, puddles, balustrades, magic towers, spires, arch bridges, sky corridors, floating buildings, crystal pillars, magic lamps, glowing waterways, and low fog. Floating buildings with depth in the distant view. The background is the same place, but colors, patterns, lighting, decorations, and small items are aligned with the reference character's world. No legible magic letters; only abstract geometric patterns glowing faintly.

Camera: Starts with a loose, close-range arc movement to read the face, then transitions to a low rear 3/4 wide via a wipe where a ring arc covers the lens. Moves laterally along the beam, passing balustrades, raindrops, floor patterns, puddle reflections, and floating lamps at different speeds. Briefly pushed back by the impact pressure, recovers with dampening shake, and quietly pulls closer to medium range only when the smoke opens. Maintain natural acceleration, inertia, and parallax; no static image switching, uniform sliding, aimless circling, or random camera shake.

Cut 1: Convergence. Form a 2-4 layer incomplete concentric ring gate in front of the right palm with a white luminous core + outer light reflecting the character's signature color. Each ring is spaced front-to-back and counter-rotates at different speeds. Scales, radiation, and lightning gather at the firing axis; circles can be largely cropped. The light in the palm pulses strongly three times, compressing the rings on the third pulse. Show the face and both eyes; do not cover eyes too much with the arcs.
Cut 2: Long-duration Maximum Output Beam. Low rear 3/4 wide. Fire a thick, high-output beam occupying 35-45% of the outer gate diameter from the compressed gate. Composed of a high-density core + thick outer shell + intermediate layer + thin edge + electric arcs; colors adjusted primarily based on the reference character's signature colors. No thinning. Maintain thickness, brightness, and axis continuously after reaching max output. Three compression waves run through the interior from the muzzle to the impact point in sequence; with each wave, the outer shell expands, pushing rain, fog, and water drops outward. Do not cut the beam until all three reach the chest. The enemy's chest scales are pushed in, front claws scrape the wet floor, and impact travels with a delay to wings, neck, and tail. Leaves a thick reflection band on the floor.

Cut 3: Beam Cessation and Giant Flame-like Magic Explosion. At the same frame the third compression wave hits the chest, the entire beam disappears completely from muzzle to impact. Do not leave long afterglow. An incandescent core appears at the chest center in the same frame, a hemispherical shock dome expands once, then immediately splits, and a giant flame-like magic aura erupts three-dimensionally upward and to the sides. Maintain color separation between inner, middle, and outer edges, optimized for the reference character's palette. Not a symmetrical flower shape; vary the size, angle, and depth of each flame tongue. Luminous cracks, water, steam, black scales, and stone fragments fly outward on the wet floor. Immediately after, varied-sized smoke clumps and black scales overlap the foreground, completely hiding the dragon's body. Only the protagonist remains as a silhouette in the bottom left.
Cut 4: Kneeling then Ashing/Particleizing into Nothingness. As the smoke clears, the dragon is kneeling towards the viewer. Front legs folded, one front claw on the floor, back legs tucked, wings half-closed, tail extended on the floor, head bowed low. Do not let it recover. Magic cracks linked to the character's palette run through the entire body from the chest center; the edges of the black scales touched carbonize, unraveling into black ash and turning into fine magic particles. Begins at wingtips and tail tip, followed by wing membranes, wing bones, tail, limbs, torso, neck, and head in continuous collapse. Not a clean cut, but particleizing like a hole expanding from the outside to the inside of the connecting contours. Show the sequence of scale collapse, ashing, particleizing, and contour disappearance, not instant vanishing or transparency. Finally, the chest core, horns, and eye glow particleize, and the body, shadow, and floor reflections vanish completely. Leave no corpse.

Ending: A single battle result shot. Foreground left shows the protagonist; background right shows the wet road where the dragon was, with only fading black ash and magic particles remaining. The protagonist stays alert, lowering their right palm slightly, as hair and clothing settle with their breathing. Cut at the moment the last swirl of black ash rises before the lens and the dragon's shadow and reflection disappear completely. No long victory poses.

Original prompt

世界観:雨に濡れた壮麗な魔法都市を舞台にした、映画的なハイファンタジー・アクションRPG。ソース参照画像のキャラクターを参照し、同じ人物として維持する。参照画像はキャラクターの顔、目の形、虹彩色、髪型、髪色、衣装、装飾、体格、シルエット、雰囲気、キャラクターカラーだけに使用する。参照画像そのものの背景、部屋、家具、ポーズ、画角、フレーミングは再現しない。表情、視線、口元、ポーズ、呼吸、自然な髪と衣装の揺れだけ変化してよい。特徴の混合、顔の平均化、衣装交換、別人化、クローン化、余計な人物の追加は禁止。 参照キャラ固有の小物・装備がある場合は身につけたまま保持するが、攻撃は右掌からのみ行う。

高密度3Dトゥーン/セルルック。細く繊細な色付き輪郭線、明快な2〜3段セル影、透明感のある中間影。瞳と髪に多層ハイライト。素材差を明確に描き分ける。背景、魔法エフェクト、照明、反射、霧、濡れた床は高品質。色設計は参照キャラの固有色を主役にし、それに合わせて背景光、水路、水晶、魔力灯、反射色、煙内部の発光色も調整する。場所は同じだが、建築意匠、紋様、小物、空気感、光色はキャラに合わせて変えてよい。

主人公は画面左、敵は画面右で全編固定。主人公は左下で両脚を広げ膝を曲げ、後脚に重心を残す。右掌を敵の胸へ向け、左手で右手首の外側を支える。 掌、手首、肘、肩の接続を読ませ、リングで腕全体を隠さない。反動は手首、肩、腰、支持脚へ連続して返り、髪、装飾、衣装が時間差で後方へなびく。手指増殖禁止。武器や本や小物から発射しない。

敵は右側の巨大な黒い四足翼竜一体のみ。主人公の約4倍高。一つの頭、二本の角、二つの発光眼、首と胴は連続、脚は四本、翼は左右一対、尻尾は一本。着弾点は胸中央。余分な頭、脚、翼、尻尾を作らない。

舞台は、雨上がりの巨大な魔法都市にある、空中へ張り出した広い石造りの魔法大通り。濡れた石床、水たまり、欄干、魔法塔、尖塔、アーチ橋、空中回廊、浮遊建築、水晶柱、魔力灯、発光水路、低い霧。遠景には奥行き差のある浮遊建築。背景そのものは同じ場所だが、色味・紋様・発光・装飾・小物は参照キャラの世界観に寄せる。 文字として読める魔法文字は置かず、抽象的な幾何学紋様のみ淡く発光。

カメラは、顔を読める緩い近距離弧移動から始まり、リングの円弧がレンズを覆う遮蔽ワイプで低い後方3/4ワイドへ移行。ビームに沿って横移動し、欄干、雨粒、床紋様、水たまり反射、浮遊灯を異なる速度で流す。着弾圧で短く押し戻され、減衰揺れで回復し、煙が開く時のみ中距離へ静かに寄る。自然な加減速、慣性、パララックスを持たせ、静止画切替、均一横滑り、無目的周回、ランダム手ぶれは禁止。

Cut1:収束
右掌の前に、白い発光芯+キャラ固有色を反映した外周光を持つ、2〜4層の不完全な同心円ゲートを形成。各リングは前後に離れ、異なる速度で逆回転。目盛り、放射線、電光が発射軸へ集まり、円は大きく見切れてよい。掌の光が3回強く脈動し、3回目でリング圧縮。顔と両目は見させ、円弧で目を隠しすぎない。
Cut2:長く持続する最大出力ビーム
低い後方3/4ワイド。圧縮ゲートから、外周直径の35〜45%を占める太い高出力ビームを発射。高密度コア+厚い外殻+中間層+細い縁+電弧で構成し、色は参照キャラの固有色を主軸に調整。細線化しない。最大出力到達後も太さ・輝度・軸を落とさず連続保持。内部を3つの圧縮波が発射口から着弾点まで順に走り、各波で外殻が膨張し、雨・霧・水滴を外へ押し分ける。3つすべてが胸に到達するまでビームを切らない。敵の胸鱗が押し込まれ、前爪が濡れた床を削り、衝撃が翼、首、尻尾へ遅れて伝わる。床に太い反射帯を残す。

Cut3:ビーム停止と巨大な炎状魔力爆発
3つ目の圧縮波が胸へ到達した同一フレームで、ビーム全長を発射口から着弾点まで完全消失。残光を長く残さない。同フレームで胸中央に白熱核が発生し、半球状衝撃ドームが一度だけ膨張、即座に裂け、巨大な炎状の魔力オーラが上方と左右へ立体的に噴き上がる。内側・中層・外縁で色分離を保ちつつ、色は参照キャラの配色へ最適化。左右対称の花形にせず、炎の舌ごとに大きさ・角度・奥行きを変える。濡れた床に発光亀裂、水、蒸気、黒い鱗片、石片が外向きに飛ぶ。直後、大小差のある煙塊と黒い鱗片が前景へ重なり、竜の全身を完全に隠す。主人公のみ左下シルエットとして残す。
Cut4:跪きから灰化・粒子化して消滅
煙が裂けると、竜は胸をこちらへ向けて跪いている。両前脚を折り、一方の前爪だけ床につき、後脚を畳み、翼を半閉じ、尾を床へ伸ばし、頭を低く垂れる。立ち直らせない。胸中央からキャラ配色に連動した魔力亀裂が全身へ走り、触れた黒鱗の縁が炭化して黒灰へほどけ、微細な魔力粒子へ変わる。翼端と尾先から始まり、翼膜、翼骨、尾、四肢、胴、首、頭へ連続崩壊。切断ではなく、接続輪郭の外側から内側へ穴が広がるように粒子化。瞬間消失や透明化ではなく、鱗の崩れ、灰化、粒子化、輪郭消失を順に見せる。最後に胸の核、角、眼光まで粒子化し、肉体、影、床反射も完全消失。死体を残さない。

終端は戦闘結果の一枚絵。前景左に主人公、後景右には竜がいた空の濡れた路面と、消えかける黒灰と魔力粒子だけを残す。主人公は警戒を保ったまま右掌を少し下げ、呼吸とともに髪と衣装が落ち着く。最後の黒灰の渦がレンズ前を上昇し、竜の影と反射が完全に消えた瞬間に切る。長い決めポーズ保持は禁止。
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