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Fire Mages Duel Storyboard

Create a monochrome 2D storyboard sheet for two fire mages dueling in a ruined sky shrine; show superhuman choreography and owner-attached shaped flames; do not render bracketed labels. [HEADER] Minimal header with one thin rule; show only: "CROWN OF EMBERS" "Shaped fire drives a vertical duel" [BOARD] Balanced contact sheet with 9 near-equal 16:9 landscape panels, clear gutters, natural P## order, and a centered incomplete last row when needed. Headers are `P## / camera angle / shot scale`; one frozen beat per panel, prioritizing count and order. [STYLE] Clean monochrome 2D storyboard line sketch on white paper: sparse graphite contours, featureless figures, minimal marks, essential shrine geometry. No fills, tone, hatching, shading, shadows, color, texture, 3D, finished art, dense lines, facial, anatomy, clothing, or surface detail. [REFERENCES] Image A controls only Masked Mage's tall build, huge hair, horned mask, wide robe silhouette. Image B controls only Braided Mage's slim build, thick braids, raised palm, layered robe outline. [CONTINUITY] Masked Mage keeps mask and hair; Braided Mage keeps braids; their axis changes only through the visible dais orbit. Flames stay owner-attached; Braided Mage owns the unbroken chain, briefly hooked by Masked Mage's phoenix talon. [RULES] Only header lines and panel headers are visible; no panel text, arrows, icons, insets, extra panels, duplicates, ghosts, or effect objects. [BEATS] Draw one storyboard panel per visual BEAT: BEATS: P01 / Ground Profile / EWS: Ground-profile EWS pitched up, low horizon, rubble, and robe undersides frame Masked Mage left and Braided Mage right behind fox claw and serpent jaws contacting at center. P02 / Rear 3Q / WS: Knee-height rear three-quarter WS behind Braided Mage, up-pitch, low horizon, and receding floor seams place Masked Mage curled above the fire wall at upper right and Braided Mage skidding at lower left. P03 / High OTS / WS: Raised OTS WS behind Braided Mage, steep down-pitch, high horizon, and broad floor plane show exactly three hand-origin spear contours aimed at Masked Mage across the left gap. P04 / Low Front 3Q / FS: Low front three-quarter FS beside Masked Mage, up-pitch, low horizon, and three converging lines freeze all tips on one body-origin phoenix-wing outline with fragments recoiling right. P05 / Top Down / WS: Overhead WS with no horizon, pillar tops, and distant dais place Masked Mage left and Braided Mage right in upward sprint poses closing around one axis. P06 / Spiral 3Q / WS: Raised spiral three-quarter WS pitched up with low horizon and converging pillars shows Braided Mage's palm-origin serpent chain taut across the gap, caught at center by Masked Mage's body-origin phoenix talon. P07 / Low Rear 3Q / FS: Low rear three-quarter FS beneath Masked Mage, up-pitch, arch undersides, and diagonal chain show Masked Mage flying at Braided Mage, open phoenix talon clear of the chain coiled into a serpent forearm guard. P08 / Side Profile / MCU: Side-profile MCU with level horizon, deep foreshortening, and diagonal pillar edges freezes Masked Mage's phoenix-coated kick against Braided Mage's serpent-gauntlet punch at center. P09 / Raised Frontal / WS: Raised frontal WS pitched down with city roofs and opposite rubble bursts behind their feet places both mages airborne, owner-attached flame beasts converging on open center. Seedance 2.0: Use @[storyboard ref] as an ordered key-pose staging map: pass through each P## in range order without holding interior panels; phrase ranges define shots and cuts. Ignore line-sketch artifacts; written phrases, references, LOOK + WORLD, ACTION + CAMERA, and VFX SYSTEM define final content. Use @[char1 ref] only for C1 Masked Mage's identity and wardrobe. Use @[char2 ref] only for C2 Braided Mage's identity and wardrobe. LOOK + WORLD: Hand-drawn 2D anime with ink and cel fire; basalt sky shrine above a night city, broken arches, pillars, fissured dais, cyan moonlight, 20mm deep focus, ash. ACTION + CAMERA: Weighted sakuga: compress, burst, smear, contact, overshoot, re-entry; hard cuts drive low chase, projectile dive, spiral sling, lateral clash, mutual return, no holds. VFX SYSTEM: C1 owns gold-white fox, phoenix, talon; C2 owns scarlet serpent, spears, unbroken chain, gauntlet; bright cores, drag, contact priority. SOUND: Urgent strings and drums with high wind, robe snaps, fire roar, stone cracks, and dry impacts. MOTION PHRASES: P01-P02: Ground profile EWS, track then overtake: C1 drives left-to-right behind a pale-gold fox claw as C2 drives right-to-left behind scarlet serpent jaws; the shapes crush at center, recoil blasts them apart, C1 tucks over the fire wall, and C2 skids beneath it while gathering scarlet fire into one raised palm. P03-P04: High OTS WS, dive: C2 compresses and snaps exactly three scarlet spears right-to-left from the raised palm; the camera dives along their converging path as C1 whips into one pale-gold phoenix wing, all three tips strike the same wing, burst into sparks, and the recoil launches C1 toward the pillars. P05-P07: Top-down WS, spiral then chase: C1 and C2 sprint up opposite pillars as C2's palm-origin scarlet serpent stretches into one unbroken chain; C1's white-gold phoenix talon hooks without taking ownership, the camera rolls beneath the tightening arc, then C1 releases it and slingshots toward C2 as the chain recoils into a forming serpent gauntlet. P08-P09: Profile MCU, track then pull: C1's phoenix-coated kick and C2's serpent-gauntlet punch collide in midair, compress, and cross-pass into opposite recoil; the camera pulls wide as both stamp off separate pillar shards and explode back toward center, their fox-phoenix and serpent jaws reaching for the next impact before the cut.

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