We use Sandy's Sorcery rules:
Sorcery Rules, Rituals, Sorcery Sects and Saints.
See here for my html formatted version of Sandy's sorcery.
Additional Sorcery Spells.
| STR + SIZ | Old Dam Mod | New Dam Mod |
| 2-4 | -1d4 | -1d4 |
| 5-7 | -1d4 | -1d3 |
| 8-10 | -1d4 | -1d2 |
| 11-13 | -1d4 | -1 |
| 14-16 | 0 | 0 |
| 17-19 | 0 | +1 |
| 20-22 | 0 | +1d2 |
| 23-25 | 0 | +1d3 |
| 26-28 | +1d4 | +1d4 |
| 29-31 | +1d4 | +1d5 |
| 32-34 | +1d6 | +1d6 |
| 35-37 | +1d6 | +1d8 |
| 38-40 | +1d6 | +1d10 |
| 41-43 | +2d6 | +1d12 |
| 44-46 | +2d6 | +2d6 |
| 47-49 | +2d6 | +3d4 |
| 50-53 | +2d6 | +5d3 |
| 54-56 | +2d6 | +2d8 |
| 57-59 | +3d6 | +3d6 |
| 60-62 | +3d6 | +6d3 |
A successful use of a skill gets you a tick. A second tick can be obtained if a subsequent use of the skill results in a Special or Critical result. Subsequent that that, a third tick can be obtained by getting a critical result.
At the end of the adventure, up to five additional points can be awarded. These points can be allocated to any skill that the character already has a positive modified skill. Adding a first or second tick to a skill costs one point each, a third tick costs two points. Points cannot be stored from one adventure to the next. Each skill can have no more than three ticks allocated to it.