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 Western 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.