Mishap Table

Anytime a player rolls a 1 on an attack roll, he has a chance of suffering a critical mishap. Generally a DC 15 Reflex save is rolled to avoid the mishap; if the save is failed, roll 2d6 and consult the following tables:

Melee (including thrown)
2 Weapon is bent or damaged; cannot be used until repaired.
3 Weapon flies from your grasp 1d6 squares. Consult grenade-like weapon for scattering and make an attack roll against whatever is in that square.
4 – 5 You are off-balance. You are flat-footed until your next action.
6 – 8 Weapon is dropped. Must spend a standard action to retrieve.
9 – 10 You trip and fall prone.
11 Wild swing. Make an attack roll against a target adjacent to creature attacked (determine randomly; ignore if no suitable targets available)
12 You fall on your weapon. You are prone and roll base damage against yourself.

Ranged
2 Bowstring snaps or mechanism jams; weapon is useless until repaired.
3 Shot goes wide. Consult grenade-like weapon for scattering and make an attack roll against whatever is in that square.
4 – 5 Weapon recoils unexpectedly and slips from your grasp. Must use a standard action to retrieve.
6 – 8 Weapon recoils unexpectedly and knocks you off-balance. Your next action is a partial action.
9 – 10 Weapon recoils unexpectedly and knocks you prone.
11 Wild ricochet. Make an attack roll against a random target, including your initial target and yourself.
12 Weapon backfires. Roll base damage against yourself and weapon is unusable until repaired.

Natural
2 Injury. Take 1d6 points of DEX damage; attack is unusable until the DEX damage is healed.
3 Swing goes wide. You clobber yourself on your opponent’s hard parts. You are stunned until your next action.
4 – 5 You are off-balance. You are flat-footed until your next action.
6 – 8 Your wild swing causes you to fall prone.
9 – 10 Swing goes wide. You strike the ground or a nearby wall and take 1d4 nonlethal damage.
11 Wild swing. Make an attack roll against a target adjacent to the creature attacked (determine randomly; ignore if no suitable targets available).
12 You accidentally strike yourself. Roll base damage against yourself, and you are dazed for one round.

Spell (single-target spells only; DC 15 + spell level Spellcraft avoids)
2 Serious mishap. Take 1d6 points of DEX damage; spells with a somatic component have a 35% chance of failure until DEX damage is healed.
3 Cramp. Cannot cast spells with somatic components for 1d3 rounds.
4 – 5 You are off-balance. You are flat-footed until your next action.
6 – 8 Magical feedback. Cannot cast spells for 1d3 rounds.
9 – 10 You lose your breath. Dazed and cannot cast spells with a verbal component for 1d3 rounds.
11 Wild swing. Make an attack roll against a random target in range (not including yourself).
12 Backfire. Spell affects you; relevant saves apply as normal.

Mishap Table

Rodorsceaft: Pillar of Heaven TheEndlessBard