Everyone wishes bad fortune of their enemies, but when you wish misfortunes on your enemies it happens.
Make a Spell Melee Attack roll. On a hit the target must make a Charisma saving throw. On a successful save the takes half of 1d8 damage, but on a failed save the target takes 1d8 damage and then make an additional 1d4 roll to discover what the effect will target will endure from the ensuing calamity. The effect last for one round.
1: Blinded.
2: Deafened.
3: Knocked prone.
4: Disadvantage on all attack rolls.
When this spell hits a target calamity ensues. The DM will decided what and how the calamity unfolds. Calamities are only limited by the DM's imagination and could be anything from a bee stinging the enemies hand, to a brick falling from the ceiling or perhaps even a run away pie cart crashing into the unsuspecting opponent.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
* - (A lucky object, such as a rabbit's foot or a lucky coin or the lucky feat.)