- See the summon sequences here.
- “Sylphs, the Fair and Seldseen Fey... Only when they work as one, fitting about on their gossamer wings, is the true wonder of their delicate strength revealed.”
- —Eidolon Library
The Sylphs live in the Sylph Cave in the Underworld. Cecil Harvey and his friends find them taking care of Yang Fang Leiden, who has been injured due to an attempt to stop the Super Cannon in the Tower of Babil.
The Sylphs do not let the party near Yang, as they do not trust humans. When Cecil comes back with a frying pan given to him by Yang's wife, he hits Yang with it and he wakes up. Yang offers his help, but the Sylphs would not let Yang leave. They offer Rydia their help instead as a summon. Two Sylphs can later be seen in the attack on the Giant of Babil, in a tank with Yang. In the Nintendo DS remake, Sylph is one of the few spells usable by the heroes that is the Wind element, the other being Edge's Gale ninjutsu.
Sylph has a casting time of 1, cost 20 MP (25 MP in the DS) to summon and deals non-elemental (Wind-elemental in DS) damage to a single enemy, distributing the amount of damage they dealt to the enemies to the party as HP. In the SNES and Wii versions, there is a glitch that lets the player cast the Sylph summon for no MP cost.
Sylph returns as a Summon spell for Rydia in the sequel of Final Fantasy IV. It deals moderate non-elemental damage to one enemy and restores HP evenly to all party members at the cost of 20 MP. They are only available during the final battle.
- For the battle information, see: Sylph (The After Years)
In The After Years, the Sylphs have fallen under the control of the Mysterious Girl like most of the Eidolons, and a lone Sylph can be found petrified in their cave in Rydia's Tale.
In Yang's Tale, the Sylphs appear to him in a vision at the Impact Crater, warning him of the Mysterious Girl seizing control of them in preparation to take the Crystals, and Yang returns to Fabul to ensure the castle's safety.
In The Crystals, the Sylphs are running about Kaipo and Fabul in search of Yang, and will attack if approached. Reviving Yang and Ursula will calm them down and they will join Rydia as a summon. If the player fights and kills all the Sylphs in Kaipo and Fabul prior to this however, they cannot be obtained.
The Sylphs cost 25 MP to summon and act as they did in Final Fantasy IV, damaging a single enemy and healing the party. The Sylphs also take part in the Sylph Protection Band, formed by Banding Yang's Attack with Rydia's Summon. Rydia summons the Sylphs to empower Yang, healing his HP and granting him the Protect, Shell and Haste statuses for 17 MP.
- See the summon sequences here.
The Sylphs are a Level 1 summon in Final Fantasy V, and can be purchased in the town of Walse for 350 gil. For the cost of 8 MP, two fairies appear and drain some HP from the enemies, distributing it to the party.
Despite not appearing as a summon in the game, there is a Server named after them.
- Main article: Sylph (Revenant Wings)
- “Sylvan spirit for whom the winds are blades.”
- —In-game Description
Sylphs are one of the beast races of Final Fantasy XIV, being numerous around the Eastern Black Shroud and having the best relationship with the city-states of all of them. They speak a broken form of the common language and never use terms such as "I" or "We", opting for terms such as "The Woken Ones", "The Metal Ones", "The Seedy Ones", etc.
They nest in Moonspore Grove, which is blocked off by boulders. The pathways to the Grove have many Sylphs that can be engaged in combat, and their houses can be easily seen glowing from tree trunks. A ground structure called the Goldleaf Dais can also be found in this area.
Apart from a mid-level Main Scenario quest, the Sylphs and this entire part of the map are among the many underused locations in the game.
Due to the invasion of the Garleans in the Twelveswood and the following Calamity, some sylphs resorted to summoning Ramuh, the lightning-aspected primal. These sylphs have been 'tempered', changing to a purple hue, and are fiercely defensive of their territory, only venturing outside to bring back untempered sylphs (which remain a green hue) into their fold.
Although all feminine in appearence, sylphs are a dual-gendered species whose names reflect their gender. All male Sylph's names end in with "xio" while all female Sylph names end in "xia."
In Final Fantasy Tactics, Sylph (also known as Silf) can be learned by the Summoner job and costs 400 JP. Its attack, Whispering Wind, attempts to inflict Silence on all enemies in a large area. It costs 26 MP and has a speed of 20.
In the PlayStation version, when summoned, the summoner will sometimes say, "Show us to put our lives back on track! Silf!"
Sylph is the summon in Final Fantasy Dimensions able to use their trademark Whispering Wind ability. It costs 12 MP to summon.
The Sylph is an enemy and also a possible monster that the party's monster unit(s) can transform into.
The Sylph is an enemy and also a possible monster that the party can transform into.
Sylph appears in Chocobo's Mysterious Dungeon 2.
Sylphs' appears in the background in Chocobo Racing.
Sylph appears in wind-elemental trading cards in Final Fantasy Trading Card Game.
Sylph (also called sylphid) is a mythological creature in the Western tradition. The term originates in Paracelsus, who describes sylphs as invisible beings of the air, his elementals of air. There is no known substantial mythos associated with them.