Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: NOX / LUMOS POI FOREST
META LINE: sudden void magic / fantasy ritual suspense / fast 15-second burst flow
PRIORITY: first frame empty forest with no creatures, lavish blue-white lure-then-destroy poi magic, individual creature burst-cuts tracking light, green restored forest reset
MICRO BRIEF: Eighteen-panel storyboard of a traveler mage snapping an empty daylight forest into void, using LUMOS poi light to lure hidden creatures one by one, then destroying them so the forest returns green and calm.
[CONTINUITY HEADER]
SEQUENCE ID: NOX-LUMOS-POI-FOREST-18P
REFERENCE PRIORITY: Provided Light Mage character sheet controls C1 face, body, wardrobe, proportions, staff design, blue-white luminous identity, and poised movement. This storyboard controls staging, motion, geography, creature reveal logic, light-state continuity, rhythm, and panel purity.
[SCENE PACKET]
PREMISE: A traveler mage in an empty dry daylight forest clearing strikes the staff, says NOX, drains the world into absolute darkness, then uses LUMOS and staff-poi motion to lure hidden creatures one by one before destroying them in a white flash that restores the forest green.
LOCATION: Dry forest clearing at daytime, cracked pale soil center, scattered brittle grass, ring of trunks and shrubs, distant branch canopy, open sky gap above C1, no visible creatures in P01, no building or path, same clearing returns green after the flash.
START -> END: C1 stands alone in hard daylight with staff tip on dry earth and no creatures visible -> C1 lowers the staff in restored quiet green daylight while all creatures are gone.
ACTION CHAIN: empty daylight master with staff strike and instant NOX void -> LUMOS face/circle reveal -> horned watcher eye-turn -> leaf spirit pupil catch -> long-armed branch watcher lean -> ground-crawler foot pause -> bark-face eyes open -> first poi arc -> horned watcher follows figure-eight -> leaf spirit follows butterfly loops -> long-armed watcher tracks infinity sweep -> macro pupil chase -> ground-crawler follows ground rings -> bark-face follows halo orbit -> antlered watcher follows cyclone -> single-face destruction flash chain -> final overhead sweep destroys them -> green daylight restored.
PROP / EFFECT STATE: One staff only; NOX removes sunlight completely, not natural night; LUMOS begins as a small blue-white orb at the staff tip; poi trails become circular, spiral, infinity, butterfly, halo, ground-ring, and cyclone paths; watchers appear mostly one at a time in burst cuts, lured by glowing eyes, pupils sliding after trails, head turns, slow feet, and faces tilted toward the light; final flash destroys every watcher and the forest greens back to life.
MUST READ: The staff light is bait and weapon: each fast cut isolates one creature hypnotized by one light movement, then the flash destroys them and restores the forest.
[CHARACTER SANITIZATION]
C1: young adult traveler mage from the provided sheet, athletic slim silhouette, blue-white feathered headdress and cloth accents, layered white and blue travel outfit, sandals, long staff with round luminous head, steady upright posture, precise poi-flow arm control.
C2: hidden forest watchers shown mostly one at a time: one horned tall silhouette, one small leaflike forest spirit, one long-armed branch shape, one low ground-crawler with cautious feet, one bark-faced trunk watcher, one antlered shadow; glowing eyes, pupils tracking light direction, hypnotized faces tilted toward the staff orb.
Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel.
[IDENTITY CONSISTENCY]
Provided character reference controls C1 face, body, wardrobe, proportions, staff, and silhouette; storyboard controls staging only. Keep C1's staff, blue-white mage identity, travel outfit, screen position, and poised movement consistent. Keep C2 as separate hidden watchers, never merging with C1, never becoming friendly pets, never redesigning the clearing into a fantasy temple.
[STORYBOARD PURITY]
Panel images are visual-only low-detail monochrome light-gray rough sketches. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No color, labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate bodies, or technical overlays inside panels.
[MASTER SHOT RULE]
P01 shows the full playable geography during the strike: C1 centered on cracked dry ground, staff driving into earth, trunk ring and shrubs around the clearing, branch canopy above, open sky gap, and no visible creatures anywhere in frame.
[EMOTIONAL ARC]
Empty daylight control -> impossible blackout -> small light return -> individual hidden gazes -> one-by-one magnetic eye-following -> ritual acceleration -> single-creature lure cuts -> white destruction -> green ordinary calm, shown through C1's steady stance, isolated pupils chasing the trails, small head turns, and the final creature-free green clearing.
[STYLE LOCKS]
STYLE LOCK: clean monochrome rough-sketch storyboard panels on off-white paper, light-gray graphite lines, simplified anatomy, dry forest silhouettes, restrained deep blue and cool white accent only in sheet design outside panel artwork, no rendered panel color or finished concept-art shading.
EFFECT LOCK: inside panels, NOX is a simple grey-black void mass and missing horizon; LUMOS and poi trails are simple monochrome bright shapes; final video style is stylized 3D animated fantasy with blue-white staff orb, long-exposure poi ribbons, butterfly loops, infinity tunnel, ground rings, halo cage, cyclone peak, velvet-black lightless void, eye glints, creature-destroying hard white flash, and green daylight restoration.
ENVIRONMENT LOCK: dry empty clearing center, cracked earth, brittle grass, trunk ring, shrubs, branch canopy, open sky gap, and same camera-axis geography stay consistent from P01 daylight to void to final green daylight return.
[SPATIAL CONTINUITY LOCK]
P01, P02, P08, P10, P11, P13, P14, P15, P16, P17, and P18 share the same clearing layout. P01 has no visible creatures. C1 stays near center, trunk ring stays around the clearing, shrubs hold lower individual creature cutaways, branch canopy holds upper individual creature cutaways, and the open sky gap sits above C1. Allowed changes are camera distance, C1 pose, staff angle, light state, void intensity, one creature per burst cut, trail geometry, spectacle scale, creature erasure, and final green daylight restoration. P18 is the same clearing restored green, not a new location.
[DIRECTOR STRIP]
Bottom animatic track board aligned to panel columns. Tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use shot chips, thin lines, rhythm blocks, small intensity bars, one-to-three-word labels. No seconds or timestamps.
RHYTHM TRACK format: `RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`.
ESCALATION MAP format: `ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`.
PANEL HEADERS: P01 / 24mm wide / Empty NOX strike -> P02 / 50mm MCU / LUMOS lure -> P03 / 85mm tight / Horned eyes -> P04 / macro insert / Leaf pupil -> P05 / low 35mm / Long-arm lean -> P06 / macro insert / Ground foot -> P07 / 85mm tight / Bark-face wake -> P08 / 35mm orbit / First poi arc -> P09 / 85mm tight / Horned tracks -> P10 / macro insert / Leaf follows -> P11 / 85mm tight / Long-arm pupils -> P12 / macro insert / Eye chase -> P13 / low 50mm / Crawler follows -> P14 / 85mm tight / Bark halo -> P15 / telephoto / Antler trance -> P16 / macro burst / Destroy chain -> P17 / low 24mm / Erasing sweep -> P18 / 24mm wide / Green forest
CAMERA + LENS PLAN: P01 wide master to impact -> P02 push to lit face then small circle -> P03 tight horned burst -> P04 macro leaf-eye burst -> P05 low branch burst -> P06 macro foot pause -> P07 tight bark-face burst -> P08 orbit begins -> P09 tight horned eye-follow -> P10 macro leaf eye-follow -> P11 tight long-arm pupils -> P12 macro eye-follow burst -> P13 low crawler and ground rings -> P14 tight bark-face halo turn -> P15 telephoto antler trance -> P16 macro single-face burst chain -> P17 low final arc -> P18 same-axis wide reset
ACTION PATH: P01 C1 alone strikes staff, daylight collapses -> P02 LUMOS lights face and ground circle as lure -> P03 horned eyes slide to orb -> P04 leaf spirit pupil catches glint -> P05 long-armed watcher leans from branch -> P06 one ground foot freezes near light -> P07 bark-face eyes open in trunk -> P08 C1 starts staff orbit -> P09 horned watcher tracks figure-eight -> P10 leaf spirit follows butterfly loop -> P11 long-armed pupils chase infinity sweep -> P12 one pupil slides after trail direction -> P13 ground-crawler follows rings with head low -> P14 bark-face turns with halo orbit -> P15 antlered watcher sways toward cyclone -> P16 one face after another is caught by flash -> P17 staff sweep destroys creatures -> P18 C1 lowers staff, green forest empty
RHYTHM TRACK: P01 RHY P01: impact / short block / smash beat -> P02 RHY P02: slow reveal / short block / clean beat -> P03 RHY P03: burst / short block / smash beat -> P04 RHY P04: burst / short block / clean beat -> P05 RHY P05: burst / short block / clean beat -> P06 RHY P06: burst / short block / whip beat -> P07 RHY P07: burst / short block / smash beat -> P08 RHY P08: build / medium block / match beat -> P09 RHY P09: build / medium block / match beat -> P10 RHY P10: burst / short block / held beat -> P11 RHY P11: burst / short block / match beat -> P12 RHY P12: burst / short block / smash beat -> P13 RHY P13: impact / medium block / held beat -> P14 RHY P14: burst / short block / match beat -> P15 RHY P15: impact / short block / held beat -> P16 RHY P16: burst / short block / whip beat -> P17 RHY P17: final hit / short block / smash beat -> P18 RHY P18: recover / medium block / held beat
ESCALATION MAP: P01 ESC P01: L5 peak / spike -> P02 ESC P02: L3 rise / rise -> P03 ESC P03: L4 surge / spike -> P04 ESC P04: L4 surge / spike -> P05 ESC P05: L4 surge / spike -> P06 ESC P06: L4 surge / spike -> P07 ESC P07: L5 peak / spike -> P08 ESC P08: L4 surge / rise -> P09 ESC P09: L4 surge / rise -> P10 ESC P10: L5 peak / spike -> P11 ESC P11: L5 peak / rise -> P12 ESC P12: L5 peak / spike -> P13 ESC P13: L5 peak / spike -> P14 ESC P14: L5 peak / unresolved -> P15 ESC P15: L5 peak / unresolved -> P16 ESC P16: L5 peak / spike -> P17 ESC P17: L5 peak / spike -> P18 ESC P18: L1 calm / release
STATE TRACK: P01 empty dry forest, staff impact -> P02 small orb lure, face circle -> P03 horned eye -> P04 leaf pupil -> P05 branch watcher -> P06 single foot -> P07 bark eyes -> P08 first orbit -> P09 horned follows -> P10 leaf follows -> P11 long-arm pupils -> P12 eye chase -> P13 crawler follows -> P14 bark turns -> P15 antler trance -> P16 destruction faces -> P17 flash erases -> P18 green day, no creatures
STYLE TRACK: P01 dry empty snap -> P02 blue-white lure -> P03 horned glint -> P04 leaf eye -> P05 branch silhouette -> P06 foot insert -> P07 bark face -> P08 poi arc -> P09 horned gaze -> P10 leaf gaze -> P11 pupil tunnel -> P12 eye burst -> P13 ring crawler -> P14 halo gaze -> P15 antler trance -> P16 destroy flashes -> P17 white flash -> P18 green calm
[SEQUENCE]
Grid: 18 panels in a compact 3x6 fast-paced storyboard sheet; hard-cut sequence with empty first-frame geography, individual lure cuts, poi-flow continuity, final creature-destroying flash, and green forest reset.
Seedance 2.0 Prompt:
Use @[storyboard ref] as the authoritative director-approved storyboard blueprint for the sequence. Treat every storyboard panel as a consecutive shot within a single cinematic sequence. Follow panel order exactly and do not invent alternative coverage. Do not render the storyboard sheet itself. Preserve camera placement, framing, lens intent, shot scale, character staging, screen direction, environmental geography, prop placement, action choreography, continuity and emotional escalation shown by the storyboard. The storyboard is the primary source of truth for visual storytelling. Recreate the filmed sequence implied by the panels rather than the physical storyboard artwork.
Use @[character ref] as the authoritative C1 Light Mage character reference.
ENVIRONMENT: Dry forest clearing, cracked soil, shrubs, branches, open sky. P01 has no creatures. NOX snaps daylight into void; LUMOS is bait, luring creatures in individual burst cuts. After the destroying flash, the same forest returns green.
EMOTIONAL GUIDANCE: Valence: calm command to uncanny lure to clean release. Arousal: spike, individual reveals, grand poi escalation, destructive white reset through C1 stillness, pupils chasing trails, one-by-one head turns.
VISUAL STYLE: Stylized 3D animated fantasy, sculpted forms, clean silhouettes, soft shadows, dry-to-green forest shift, black void, blue-white staff orb, long-exposure poi ribbons, butterfly loops, infinity sweep, ground rings, halo orbit, cyclone, single-creature silhouettes, hypnotized eye glints, hard destroying flash.
AUDIO: No background music or score. Use only diegetic ambience, foley, impacts, texture, and silence.
PANEL BEATS:
P01: Wide master; C1 alone in an empty dry clearing strikes soil, daylight collapsing to black.
P02: MCU void; LUMOS lights C1's face and a small bait circle.
P03: Burst tight; one horned silhouette turns, eyes sliding to the orb.
P04: Burst macro; one leaf spirit pupil catches the blue-white glint.
P05: Low branch burst; one long-armed watcher leans from a branch.
P06: Macro insert; one ground-crawler foot freezes near the light.
P07: Tight burst; one bark-face opens its eyes in a trunk.
P08: Orbit begins; staff draws the first blue-white arc.
P09: Burst tight; the horned watcher tracks the figure-eight.
P10: Burst macro; the leaf spirit follows a butterfly loop upward.
P11: Tight cut; long-armed watcher pupils chase the infinity sweep.
P12: Macro burst; one pupil slides after the trail direction.
P13: Low burst; ground-crawler lowers its head to follow ground rings.
P14: Tight burst; bark-face turns with the halo orbit.
P15: Telephoto burst; one antlered shadow sways toward the cyclone.
P16: Rapid single-face chain; different eyes lock to the spinning light, then flare white one after another.
P17: Low final arc; overhead sweep becomes a destroying white flash, erasing every creature.
P18: Green daylight returns; leaves revive, birds return, no creatures remain, C1 lowers the staff.