Sylph Call

Sylph Call
Skill: conjuration/true knowledge 20
Backlash: 18
Difficulty: 17
Effect Value: 32
Bonus Number to: effect
Range: 5 (10 meters)
Duration: 18 (one hour)
Cast Time: 9 (one minute)
Manipulation: duration, range, state
This is a focused spell. A mage may call a sylph to
serve him by blowing on a clear blue crystal while concentrating on the pattern
of this spell. The sylph will emerge in a glowing nimbus from the crystal and
take the form of an intangible female composed of clouds. From the figure
issues gentle and refreshing breezes. She speaks in whispered tones. The
summoning mage does not necessarily command the sylph, but controls the
apportation of the sylph when in range, at least giving the mage safety while
negotiating. The spell continuously maintains a small opening to the sylph's
dimension, focused in the blue crystal or jewel. 
Typical Sylph
DEXTERITY 15
Dodge 18, flight 20, maneuver 18, unarmed combat 20
STRENGTH 20
TOUGHNESS 14 (25)
PERCEPTION 15
Find 18, trick 18
MIND 13
Control wind (apportation/air) 18, willpower 16
CHARISMA 13
Charm 17
SPIRIT 13
Intimidate 15
Hero Point Potential: Some (SO)
Natural Tools: Swirling, windy form (TOU+11 25 versus
physical weapons only); speed value 12. The sylph uses control winds to bring
forth whirlwinds to attack her victims. The control winds total is the
to-hit total. Sylph whirlwinds have a damage value of 20, and affect everyone within
four meters of the target. She can touch a person with her bare hands, which freezes
their blood, this attack also has a damage value of 20. The sylph can use her
winds to lift objects and transport them to another location. She can lift any
object that weigh less than or equal to her than her Strength, lifting
all objects in a circle of radius four meters. She can move these objects, even
humans, at a rate equal to her speed. The sylph's powers can impede the movement
of people or objects. She can form a spherical wall of air four meters in
radius. Her Strength equals the armor value of this air wall, and only a
character who generates a Strength total greater than her Strength can
walk through it. If the summoning mage is knocked unconscious, the apportation
protection against the sylph vanishes. If the sylph is hostile toward the mage,
she may carry the mage off to her dimension. This spell maintains the opening
to the sylph's dimension for the duration of the spell. By controlling the
apportation of the effect, the mage can return the spirit just before the spell
expires. If the jewel is broken before the duration expires, the
extradimensional opening is closed