Bind Sylph

While many elementalists may find themselves able to negotiate with lesser elementals, elementals of high caliber are often opposed to being bound and convincing them is rarely an easy task. Few Sylphs will even deign to speak to a mage without enough understanding of air magic.
Typically, binding a Sylph requires the caster to craft or obtain an appropriate vessel to host the elemental. Once they've done this, they must challenge the elemental and beat them in a contest of the elemental's choosing. If they win, the creature will accept their dominion and agree to serve them for a time, though they will nearly always leave and go to follow their own will if the bonds are broken for any reason.
==Gift Effects==
* If you have a Sapphire Charm you may present it to a Sylph to challenge them to a contest.
** Roll your Speed and Leadership vs the Sylph's Speed and Species traits
***If you succeed, you will win the contest, and the Sylph will enter your Sapphire Charm and lay in a dormant state, making it a Sylph's Charm 
***If you tie or worse, you will lose the contest and the elemental will not allow you to try again until you have bought at least one more mark in the Observation skill
***If the Elemental overwhelmingly succeeds, your Sapphire Charm will crack and become unusable until it is repaired.
***If you botch the roll, the Sapphire Charm will be shattered beyond repair and the elemental will attack you
==Notable Users of this Gift==
Category:Gifts
Category:Air Magic Gifts
Category:Combat Gifts
Category:Passive Gifts
Category:Supernatural Gifts
Category:Gift Needs Shorthand
Category:Gift Needs Users