Attunement Techniques

Circuit management is the fundamental limitation of Geomancy, for which all Geomancers must learn to deal with. As such, Mikelle has learned a variety of techniques that allow him to attune his circuits more quickly, and for longer periods of time.

By default, Mikelle requires one minute of concentration to safely attune or detune a circuit. If his concentration is broken during this process, he might fail and/or take circuit damage. As a Hydromancer, it is very difficult to break Mikelle's concentration.

## Fast Attunement

If you are willing to disregard safety, you may attune a circuit in 5 seconds, instead of 60. This risks circuit damage, and gets worse with each one done with each successive attunement. This first time is a 5% chance of failure for the circuit, the second is 10%, and so on until the twentieth where failure is guaranteed. The chance of failure resets when the action ends. Concentration is just as necessary as it is normal attunement.

*Fast Attunement Speed*: 5 seconds

*Fast Attunement Failure Rate*: 5% + 5% per circuit previously Fast Attuned​

## Circuit Hotfix

You can address damage without stopping.

* Pay 3 willpower for a 60% chance to refresh a single attuned circuit. If you succeed, it is as if you had just attuned it. If you fail, you obtain circuit damage. Additional circuit refreshes only cost 1 Willpower each.​

## Circuit Pliancy

Your connection to Gaia is springy and flexible

* When you try to maintain a circuit past your duration limit, you have an 80% chance to succeed without issue for 5 minutes. At the end of each five minute period, this chance is rerolled with decreased odds [80 -> 60 -> 40 -> 20 -> 10 -> 5 min]. Manually detuning in the period leads to minor circuit damage. Failing a roll results in forceful detunement and major circuit damage. This roll is applied to all of your circuits together, not each one individually.​

## Circuit Searing

You may burn a connection open

* Spend an action and five maximum willpower to permanently attune a circuit to an element. You may only have one circuit locked in this manner.
* You may, at any time, detune this locked circuit at the cost of massive circuit damage.​

## Geomantic Flexibility

You have learned how to supplement your circuits.

* Active - By paying 1 Willpower, you may Fast Attune a circuit with a flat 5% chance failure rate. This does not count as a Fast Attune for the purposes of calculating the difficulty of future Fast Attunes.
* Active - By paying 3 Willpower, you can grant yourself a temporary circuit. This circuit is automatically attuned to an element of choice. You may instead pay 5 to receive two temporary circuits, or 6 for three. This ability may only be used once per encounter.​

## Receptive Soul Meditation

You can recede your will to allow for Gaia's embrace.

* Spend an action to gain a temporary circuit that lasts 24 hours.​

## Rush Attune

You can speed up your Geomancy Attunement

* Twice per day, you may gain one stress to attune a circuit with 0% risk of failure instantly.
* This counts as a Fast Attune.​

If combining Rush Attune with Synch Attune, all Synch Attune circuits are Rushed for one Stress. This can be done twice.

## Self Attunement

Your circuits can act as conduits for your self

* You may choose to attunet circuits to "Self." For every five attuned this way, you gain 5 temporary willpower. This willpower can place you over your maximum willpower. This willpower, if not spent, is lost when your circuits detune, and cannot be used outside of combat.​

## Synchronized Attune

You can Attune multiple circuits at once

* When attuning a circuit, you may attune up to three additional circuits to the same element at the same time. This does not have any additional costs. If Fast Attuning, these circuits will have a separate, equal chance of failure.
* This does not count as Fast Attuning.​

## Obsolete and Ineffective Techniques

These techniques were taught by Professor Koslov as deliberate examples of what *not* to do.

### Ceromancy

You can drain energy from order. *See main page.*

### Conduit Attunement

You can create a temporary vessel for Geomancy from your flesh.

* You may spend an action to craft a Conduits upon your body by mutilating it in a specific way.
* DC 100+25 per Conduit (Potential Catastrophe)
* You may use Conduits as additional circuits. Doing so destroys it upon detunement or wear out.​

### Locus Attune

You can power your Geomancy through your location instead of all of Gaia.

* When attuning, you may instead opt to attune with your location.
* Doing so limits you to only elements relevant to the locus.
* Leaving the location forcibly and painfully detunes circuits attuned this way.
* Strength of magic varies with the renown of the location and is always at least one magnitude weaker than regular Geomancy, usually much more.​

## References

1. ↑ https://forum.questionablequesting.com/threads/polyhistor-academy-year-two.6716/page-208#post-2074932
2. ↑ 2.0 2.1 https://forum.questionablequesting.com/threads/polyhistor-academy-year-two.6716/page-37#post-1651272
3. ↑ https://forum.questionablequesting.com/threads/polyhistor-academy-year-two.6716/page-36#post-1650975