WL Must be specialized by [Discipline]. [Weaving Threads to Spells] [Weaving Threads to Items] [Weaving Threads to Group Patterns] Ads and Disads Temporary Realignments: By expending 3 or more [Karma], Concentrating for 1d turns and permanently spending two reserved character [points], the [Adept] may add or remove the [Discipline]-relevant advantage or disadvantage of his choice. The value of the advantage or disadvantage is limited to a number of character [points] equal to his level with this skill (so, an Adept with Thread Weaving-10 could temporarily gain or ignore any advantage worth 10 points or less, or any disadvantage worth -10 points or less). The change lasts for a number of minutes equal to the Adept's Thread Weaving+1d. A failed roll has no effect, and the [Adept] may try again. Permanent Realignments: By undergoing often-grueling personal rituals, an [Adept] may use his Thread Weaving skill to permanently add or remove advantages or disadvantages. The normal cost in character points must be paid, and the character must have all the necessary points available in reserve. The process requires a successful roll against Thread Weaving, and a period of total focus on the process lasting (100/(Thread Weaving)) days, plus 1 day per character point value of the ad or disad. Any interruption will ruin the process and require the character to start again. The exact rituals required are left to the GM to describe, but they may involve anything from severe and regular Fright Checks to permanent injury or scarring (they may even be pleasant if the GM rules it appropriate). Something like this is what's going on when you train up to a higher circle. You can use this to buy the advantage "Adept: N," if you're willing to spend a long time on it. For this purpose, Thread Weaving defaults to Willpower-6. So it'll take a month of work, and you have to have described a way to do it. And it doesn't work until you have "Adept: 1" -- find another way to get that.