The Five Elemental Phases focuses on the transitional nature of the target. Only the Windborne can harness this magic.

Phase Magic
Magic of the Elemental Phases is not about wielding an elemental state, but transitioning a target using an elemental phase. Consider that the Windborne is the embodiment of that phase and can be the medium through which that phase can be applied or withdrawn.
A state of an object is represented by trigrams, a recipe with trigram ingredients. Those ingredients are “baked” by the phases. This creates permanent alterations. The object does not revert back to the previous state.
Phase magic cannot target the intangible, like thoughts and emotions. However, they can effect the brain as an organ which will consequently impact thoughts and emotions.
A Talisman is required in order for a Windborne to have access to their magic. They need to be physically in contact with their talisman in order to invoke their magic. A caster’s magic strength depends upon 1) how long it took to create a Talisman, 2) the power level of their Starborne partner, and 3) their innate power level.
Magical use requires practicing it as a skill in order to wield it with precision. Not all Windborne is able to cast every effect. Even while Immortal, time is a limitation on a Windborne’s skills, so they will tend to specialize. The younger have less abilities with less precision, while the older have more abilities with more precision. Quantity of abilities and precision are balanced by each individual.
Personal body mods become the default craft. One can train on themselves every day. They can test safely. They can iterate. That creates a culture of “self tuning” among Windborne, like athletes who obsess over form. It also means most Windborne magic looks subtle and bodily, not flashy.
Effects on other living beings is more rare. To get good at affecting someone else, one needs: consent, repetition, controlled conditions, and feedback. That basically forces a medical or dueling school environment. Specialists emerge.
Magic is often used in creating objects. Hobbies and jobs enhance repetition and skills.
The Phases
Wood PhaseIncreases connection
Behavior: Reaching or reinforcing. Networking.
Modulating: Increase or decrease activity (Fire) by creating paths for interaction
Excess: Breaks up pressure (Earth) by creating cracks
Misc abilities: Mending broken bones and objects, or dissolving glue and support structures.
Increases rate of change
Windborne: Emberai, only found in ☵ Abyss Sanctum
Behavior: Bursting or nourishing. Activity.
Modulating: Increase or decrease pressure (Earth) by bouncing about
Excess: Destroys boundaries (Metal) by bursting through
Misc abilities: Melting metal. Cauterizing wounds. Boiling water. Increase natural healing speed. Waking people up.
Increases persistence
Windborne: Durani, primarily seen in ☳ Thunder Sanctum, but can also be found elsewhere.
Behavior: Overwhelming or maintaining. Pressuring.
Modulating: Increase or decrease boundaries (Metal) by creating the force for boundaries
Excess: Destroys flow (Water) by pressing against movement
Misc abilities: Block/slow a force by applying an opposite pressure.
Increases boundaries
Windborne: Ferralai, commonly seen in the ☲ Blaze Sanctum
Behavior: Separating or corralling. Bounding.
Modulating: Increase or decrease flow (Water) through bounded conduits
Excess: Destroys networking (Wood) by separating pathways
Misc abilities: ??
Increases mobility and plasticity
Behavior: Modifying or carrying. Transporting.
Modulating: Increase or decrease networking (Wood) by increasing pathways to interaction
Excess: Destroy activity (Fire) by spreading it apart
Misc abilities: ??