As one states "Whigger-wammer" out loud for all to hear, a singular orb of chaotic light shoots forth from your appendage towards the unlucky one, roll a D20 to see if it hits, you can either add your charisma or your negative intelligence in order to make it hit better.
-3 intelligence? more like a +3.
When Whigger-wammer lands, roll a D4; 1- East, 2- West, 3- North, 4- South.
If they are in the air, roll a D6; 1- East, 2- West, 3- North, 4- South, 5- up, 6- down.
Then roll a D20 to determine how far the fella gets teleported without consent in feet. 1 foot, 2 feet, 3 feet, blah, blah, blah.
When casting at higher levels, just add another D20 per additional level.
The "Teleport" does not care if there happens to be a wall there, they get stuck in it and must make three rolls
A D20 to ensure they did not just die by wall; a NAT1 does that,
A D10 to make sure that they can still breath,
And a D4 to see if the wall crumbles;
4- It does crumble and release the fella,
3- It crumbles but does not release the fella,
2- It does not crumble but they can get out on their own,
1- They need outside help to get out.
Ritual cast; do the chicken dance in real life while muttering "Whigger-wammer" for the duration of the dance, it guarantees a hit and when you roll for distance, by base requirement, multiply the result by either another D20 or by 2.
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