Here is a fully compatible, custom D100 table designed for The Sword of Cepheus (Second Edition). In keeping with the 2e ruleset, these dark results lean into Mishaps, Mutations, and Dangerous Sorcery rather than classic "Corruption points," utilizing 2D6-based mechanics, Characteristic checks, and skill modifications (like Sorcery or Willpower). This picks right up from OSR Commentary - Using Worlds without Number with Sword of Cepheus 2nd edition
D100 Dark Sorcery & Profane Artifacts
| D100 | Type | Result & Mechanics |
| 01–05 | Artifact | The Obsidian Dagger of Vor-Kesh: A jagged dagger (+1 to Melee). On a hit, you may choose to inflict an extra +1D6 damage, but you must immediately roll a Sorcery or END check (8+) or suffer 1 point of permanent END damage as it drinks your vitality. |
| 06–10 | Mishap | The Void Whispers: The dark energies leak into your mind. You gain a temporary -1 DM to all INT-based checks for the next 2D6 days as chaotic voices cloud your thoughts. |
| 11–15 | Artifact | The Bleeding Idol: A pocket-sized clay figure of a forgotten god. It grants a +1 DM to all Sorcery checks. However, every time it is used, it secretes a toxic oil. Roll an END check (7+) or contract a wasting sickness (-1 STR until cured). |
| 16–20 | Mutation | Eldritch Eyes: Your pupils slit vertically like a serpent’s, or shift to a dead, milky white. You gain Dark Vision (ignore penalties for low light), but suffer a permanent -1 DM to all SOC-based checks with normal humans who see your face. |
| 21–25 | Artifact | Scourge of the Warlich: A heavy, blackened iron mace (Damage 3D6). Whenever a natural 2 is rolled on an attack with this weapon, it turns on its wielder, inflicting 1D6 damage that ignores armor. |
| 26–30 | Mishap | Arcane Backlash: A spellcasting attempt goes horribly wrong. You suffer 2D6 damage directly to your physical characteristics (distribute between STR and DEX), ignoring all physical armor. |
| 31–35 | Artifact | The Cynosure Ring: Allows the wearer to store one Arcane spell inside it without channeling. When the spell is cast from the ring, roll 2D6. On a 2–4, the ring shatters and the spell targets the wearer instead. |
| 32–40 | Mutation | Chitinous Patches: Hard, black insectoid plates burst from your skin. Your natural armor increases by +1 protection, but your skin becomes brittle, applying a permanent -1 to your maximum DEX. |
| 41–45 | Artifact | The Scroll of Thul-Gath: Contains a reality-shattering Eldritch spell. Reading it grants automatic success on the casting, but the reader must make a Willpower check (9+) or suffer a permanent loss of 1 point of INT. |
| 46–50 | Mishap | Withered Limb: One of your arms or legs shrivels, turning gray and leathery. Reduce either your STR or DEX by 2 points permanently. This can only be reversed by powerful, rare miracles. |
| 51–55 | Artifact | The Leechstone Amulet: When worn, you heal damage at twice the normal rate. However, any allies within 5 meters heal at half their normal rate as the amulet slowly siphons their ambient life force. |
| 56–60 | Mutation | Voice of the Abyss: Your voice drops into a dual-toned, terrifying echo. You gain a +2 DM to all Intimidation or Leadership checks, but you can no longer speak in a whisper, making Stealth checks involving speech impossible. |
| 61–65 | Artifact | The Mask of the Flayed: A horrific leather mask made of humanoid skin. Wearing it makes you entirely invisible to undead and demons unless you attack them. While wearing it, you cannot regain Stamina or heal. |
| 66–70 | Mishap | Summoning Tear: The barrier between worlds thins. A hostile Lesser Demon (per the 2e Bestiary) instantly tears through the veil within 3 meters of you and attacks the nearest living creature. |
| 71–75 | Artifact | The Cinder Crown: A wrought-iron crown that grants +2 to all Channeling checks. However, your body temperature skyrockets; you must consume three times the normal amount of water daily or face immediate dehydration hazards. |
| 76–80 | Mutation | Preternatural Hunger: Your teeth grow into sharp, jagged fangs. You can use them as a natural weapon (Melee, 1D6+1 damage). However, you can no longer derive nourishment from cooked food—you must consume raw, fresh meat. |
| 81–85 | Artifact | The Iron Grimoire: A massive, chain-bound tome. Spending a week studying it increases your Sorcery skill by 1 level (to a max of 3), but you permanently lose 1 point of SOC as your sanity deteriorates. |
| 86–90 | Mishap | Locus of Decay: Plants wither in your footprint, milk curdles at your touch, and small animals flee from your presence. You suffer a permanent -2 DM to all Animal Handling and Reactions with ordinary folk. |
| 91–95 | Artifact | The Soul-Iron Bracers: Heavy bracers that grant +2 Protection. However, they are permanently fused to your wrists. Whenever you cast a spell, you take 1 point of damage directly to your END as the iron grows white-hot. |
| 96–00 | Mutation | Form of the Abomination: Roll twice on this table, ignoring any artifact results. You suffer both mutations/mishaps simultaneously as your form collapses into something completely unnatural. |
How to Use this Table in Your Campaign
Sorcerous Mishaps: When a player fails a Sorcery or Channeling check spectacularly (such as rolling a natural 2), you can substitute standard rules with a roll on this table to emphasize the gritty, perilous nature of 2e magic.
Profane Loot: If the characters delve into pre-human ruins, ancient tombs, or the sanctums of enemy sorcerers, use the Artifact entries to give them powerful but deeply double-edged rewards.