Jinn

Jinn, also known as Sylphid, is one of the eight Mana Spirits in the Mana series. Like the other Mana Spirits, Jinn first appears in Secret of Mana. Taking his name and likeness from the of Arabian mythology, Jinn represents the dual elements of wind and thunder. The majority of Jinn's powers and abilities control thunderstorms, tornadoes, wind gusts, and focused blades of air. In many titles, Jinn has secondary abilities that analyze and alter states of mind among foes, such as confusion and "spacing out." Since Trials of Mana, he can also support parties by manipulating magic defense or quickening the flow of time. Befitting his element, Jinn is typically cast as an "airhead," not always aware of his actions, but nonetheless cheerful and helpful toward those who seek his aid.

His English localized name, Sylphid, has roots in predominantly English myth, where sylphs and sylphids were faeries associated with wind.

Secret of Mana
Jinn is the third of the Mana Spirits to join the party, obtained from Grandpa in the Wind Palace adjoining Sprite Village. Before the heroes engaged Spring Beak, the Empire wiped out the village. Grandpa was forced to retreat with Jinn, though he was blinded in the assault. He willingly gives Jinn over to the party.

When Jinn joins, Primm is granted the ability to call Thunder Saber, Balloon, and Analyzer. Popoi can call Air Blast, Confusion, and Thunderbolt.

Trials of Mana
Jinn is once again the third Mana Spirit the party encounters. He is found in Gusthall on Heavensway in the Laurent region, but when the Darkshine Knight breaks into the cavernous maze, he forces the elemental to call forth Harcypete. Defeating the master harpy releases Jinn to accompany the heroes.

The heroes can call on moves such as Defenseless, Accelerate (2D version only), Thunder Saber, Cyclone, Thunderstorm, Stun Gust, and Thunder Technique.

Sword of Mana
In Sword of Mana, Jinn is the fifth Mana Spirit obtained. He is imprisoned within a round boulder inside of a small cave deep into Jadd Desert. The Hero and Amanda have to defeat four Cockatrices in order to free him. Upon being freed, Jinn rejoices and reveals that he has been imprisoned for a long time. Jinn's unique move is Speed Up, which costs 3 MP, and summoning Jinn himself costs 6 MP. Whenever Jinn is summoned, it creates a whirlwind in front of him. This is necessary to destroy a stone seal blocking a cave near the one where the Hero and Amanda rescued Jinn.

Dawn of Mana
Jinn is the first Mana Spirit obtained when he offers himself to Keldric and Faye in chapter 1. His power summons tornadoes to push back enemies and loose objects.