The Viskr using this rite can alter reality in minor ways, by reweaving the Great Web to accommodate her desires. This ability can't alter the past, but it can rewrite the present in minor ways. A person who is almost certain to die can be healed of the worst of the life-threatening wounds, and be given a much greater chance of surviving the damages inflicted. A stock that should be plummeting in a stock market crash can be kept from certain fiscal disaster - presuming the rite is begun and completed in time. The downside of this ability is that reweaving reality is much like human mages' power of true magic; reweaving the Great Web is not a power that the Weaver has granted, and the Viskr who uses this rite runs the risk of attracting Paradox-spirits, the antibodies of the Great Web.
The player must spend three Gnosis points as well as roll Intelligence + Occult, difficulty 9. Each success allows the Viskr to carefully reach out to the Great Web, touching the strands and moving them to where they need to be to alter the reality of the situation. One success would be enough to maintain an injured life that is on the edge of death; five successes would heal virtually all of the wounds, but would still leave very serious scars. A botch instantly attracts a Paradox-spirit. The full power of the rite is left to the Storyteller to adjudicate, but we recommend that the rite be left incapable of doing anything that a Level Three Gift or so couldn't accomplish. Healing wounds and popping locks is fine; healing fomori and creating zombies is far too much. The more blatant the change in reality, the more likely a Paradox-spirit is to come and punish the Viskr for his presumption - in other words, the spirit might arrive whether the roll botches or not. The precise odds are left to the Storyteller's discretion; it's easy enough to tell when a Viskr has dared too much.