Ah, I finally found a copy - here are the 2E rules I had for fumbles...
Critical Fumble Table
Method: Whenever an attacking being rolls a natural 1 on 1d20, there is a chance for a critical fumble to occur. The being must make an immediate Saving Throw vs. Petrification to avoid a fumble. If the saving throw is successful, the attacking being has recovered, and suffers no ill effects. If the saving throw is failed, roll on the table below to determine what sort of fumble occurs. If the saving throw is failed with a result of 2, add +2 to the roll below. If the saving throw is failed with a 1, add +4 to the roll below.
1d20 roll Result
1 - 2 Attacker drops weapon. The attacker must spend an action if he wishes to retrieve it.
3 Attacker momentarily distracted; loses next action
4 Attacker steps on loose footing, loses next initiative
5 Attacker’s balance unstable (-2 to hit) until an action is taken to stop and fix problem
6 Attacker trips and falls prone (-2 to hit, +2 bonus to be hit)
7 Attacker blinded (-4 to hit) until an action/attack is spent to clear eyes.
8 Attacker backed into obstacle, at –2 to hit until character can get free of obstacle4
9 Attacker’s weapon suffers critical impact.1
10 Attacker’s shield arm struck.2
11 Attacker’s Armor damaged.3
12 Attacker’s weapon arm struck.2
13 Attacker leaves opening for opponent to gain an instant free attack.
14 Attacker turns back to opponent, giving opponent a free attack at a +4 bonus to hit.
15 Attacker’s weapon bounces back to strike attacker; takes ½ normal damage strike from own weapon
16 Attacker steps into opponent’s swing, taking full damage.
17 Attacker steps into nearest ally’s attack, taking full damage
18 Attacker trips and falls on own weapon. Attacker takes full damage from weapon (no strength or magic modifiers), and is at –2 to hit and +2 to be hit until back on his own feet.
19 Attacker’s wild swing causes nearest ally to save vs. Petrification or drop prone (Ally is –2 to hit and +2 bonus to hit until he stands back up)
20 Attacker accidentally strikes at nearest ally. Ally must make a Saving throw vs. Petrification to avoid taking a full-damage attack
21 Attacker’s becomes entangled with opponent.4
22 Attacker’s weapon becomes entangled in obstacle.4
23 Attacker pinned (opponent gains +4 bonus to hit) until freed by an ally.
24 Attacker stumbles and knocks self unconscious for 1d4 rounds.
1 -The affected item must make a saving throw vs. crushing blow to avoid being damaged. If failed, the item is destroyed.
2 -If the attacker has a shield, the item must make a saving throw vs. crushing blow to avoid being damaged. If failed, the shield is destroyed. If the attacker has no shield, gauntlets and/or bracers are affected ,as above. If the attacker has none of these, he must make a saving throw vs. crushing blow (using bone) or the affected character’s arm is rendered useless by the attack. It may be healed by the application of a Cure Serious Wounds or other magic. Tending to the useless arm with healing will allow the arm to be used once 8 hit points worth of healing has occurred (either overnight or by magical means). If left unattended, the arm regains use once 16 hit points of healing has occurred.
3 -The Armor must make a saving throw vs. crushing blow to avoid being damaged. If failed, the item’s armor class is worsened by 1, and worsened by 2 if the item fails the saving throw with a 1.
4 – The affected must make successful strength checks with their next action to free themselves. Until untangled, the affected may not attack.