Magic Research should be interesting and just a tad dangerous. Whatever system you use for magical research is up to you. These little charts are for when things go wrong. Very wrong.
Which chart to use: Roll 1d20 + the researcher’s level. If the roll is over 15 then roll on Chart 2.
Collateral Damage: Whenever there is a magical mishap then there will collateral damage to the magical laboratory. The damage equals 1d10 X 1000 gold pieces in addition to any other damage. If the mishap effect is from Chart 2 then value of the damage is doubled.
1-The researcher’s eyes change to a random unnatural color. There is a 1 in 20 chance that the researcher gains Darkvision but his eyes are now twice their normal size and he is uncomfortable in bright light.
2-The researcher’s hair changes to a random unnatural color. There is a 1 in 20 chance that the researcher’s hair turns into non-poisonous snakes.
3-The researcher’s skin changes to a random unnatural color. There is a 1 in 20 chance that the researcher’s skin turns into scales (+1 AC, -1 Charisma)
4-The researcher loses all body hair
5-The researcher changes gender.
6-The researcher is transformed into a random player character race.
7-The researcher is transformed into a random monstrous humanoid.
8-The researcher is transformed in a random mundane animal. He can still speak and cast spells.
9-The researcher shrinks and is now six inches tall.
10-The researcher hears random voices in his head or an invisible friend. How much help or damage these offer are up to the game master.
11-The researcher is struck with amnesia. He has no idea who he is, no survival instincts or any of his class skills or abilities. The researcher may make a Saving Throw every month to recover. A Cure Disease spell will end the amnesia 50% of the time.
12-The research becomes pregnant sort of. An otherworldly being has implanted the researcher. In 2d6 hours, an alien creature will burst from the researcher’s chest doing 4d6 damage. The tiny creature then goes on a killing rampage in the area. A Bless or Heal spell cast on the researcher while the creature is still infesting him will kill the creature.
13-The researcher is now immune to the effects of alcohol. Unfortunately, magical potions are half effective on the researcher.
14-The researcher now has 1d8 additional personalities. Whenever the character is faced with a stressful situation, he makes a Saving Throw. On a failure, he switches personalities. Additionally, there is a 1 in 10 chance that the character will switch personalities each morning that he wakes up. The alignment, race and class for each personality should be determined randomly.
15-The researcher now smells like food. This could cause quite a few problems while adventuring.
16-The researcher is now allergic to a common random substance.
17-The researcher switches bodies with random target in a 1d4 X 100 yard radius.
18-The researcher gains a completely random Phobia.
19-The researcher just created and is now in possession of a cursed magic item.
20-Congratulations! The researcher just created a new monster. Too bad, that it has escaped and is now terrorizing the countryside.
1-The researcher is struck blind.
2-The researcher is struck deaf.
3-The researcher is age to elderly
4-Each there is a 50/50 chance that the researcher can see invisible creatures or have hallucinations.
5-The researcher is teleported to a random location within 2d6 X 100 miles.
6-The researcher has disenchanted a random magic item within a 1d6 X 100 yard radius.
7-The researcher has created an interdimensial portal. It’s always to a very bad place and the researcher cannot close the portal. Bad things will come through the portal. The portal will close in 1d4 weeks.
8-For the next 1d6 weeks, random portals appear in a 1d4 mile radius. These portals will scoop up or deposit random items and creatures.
9-For the next 2d12 hours, random mundane objects become animated and attack whoever happens to be nearby. This effect covers an area of 1d4 mile radius.
10-A massive explosion! Doing 10d6 damage in 1d4 x 10 yard radius. Characters may make a Saving Throw for half damage.
11-For 2d6 hours, an area 2d4 miles in radius is under the effect of a Darkness spell.
12-For the next 1d6 X 10 minutes, an area 3d6 x 100 yards in radius is under the effect of a Stinking Cloud spell.
13-For the next 1d4 minutes, an area of 1d10 X 50 yards radius is under the effect of a Cloud Kill spell.
14-For the next 1d4 minutes, an area of 1d10 X 50 yards radius is under the effect of a Confusion spell.
15-For the next 2d20 weeks, an area of 3d6 miles in radius is under the effect of an Animate Dead spell.
16-Roll two mishaps from the start. Any effects will stack.
17-Roll thrice as above.
18-Roll two mishaps on this chart, any random elements of the the mishap are considered to have rolled maximum.
19-Roll three mishaps on this chart, any random elements of the the mishap are considered to have rolled maximum.
20-Roll again on this chart. If the effect has a random duration then the duration is now permanent.