Wild Magic effects take a die as input ("spell dice") which is rolled as 1d(spell dice) + 1d8 + 1.
The resulting number provides the listed effect as follows:
	1-3		: Teleport with range 10.
	4-6		: Teleport with range 100.
	7-8		: Teleport with range 200.
	9-11	: Darkness with radius 10.
	12-14	: Lights area.
	15		: Destroys the next door the caster touches.
	16-17	: Randomly removes nearby walls.
	18		: Causes your melee attacks to have a chance to put monsters to sleep.
	19-20	: Creates traps in adjacent squares and under you.
	21-22	: Creates doors in adjacent squares.
	23-25	: Alerts and hastes all nearby monsters.
	26		: Earthquake with radius 5.
	27-28	: Gain a random mutation.
	29-30	: Disenchants your gear as if you took disenchantment damage.
	32		: Player-centered ball which does (spell dice + 5) chaos damage in 1 + (spell dice / 10) radius.
	33		: Creates walls of stone in all adjacent squares.
	34-35	: Summons 8 monsters or groups of monsters as friendly pets with level = dungeon level * 3 / 2.
	36-37	: Summons a powerful monster as a pet.
	38		: Summons a cyberdemon as a pet.
Otherwise, procs the Ancient Foul Curse effect.