Honestly, I wish there were official ALTERNATE wild magic tables, I'm not a huge fan of the one in the book, and he's been using it so long he has it practically memorized, which to me goes against the whole concept of random magic.  Sure, I could make my own wild magic chart, but the player would probably balk at it.
		
		
	 
Not official, obviously, but I've adjusted the Wild Magic Surge table to make it more fun (at least for my table). Hope it helps/inspires you.
01  Roll twice,  use  both  effects.   
02  Skrillex  appears  and  begins  playing  super  loud, terrible  music  for  the  next  minute.  All creatures within  200  feet are  deafened  for  the  duration. 
03-04  A  massive,  illusory  explosion  is  centered  on the  caster.  For  the  next  minute,  the  caster  can  see  any invisible  creature  if  you  have  line  of  sight to  it. 
05-06  A  Modron  chosen  and  controlled  by  the  DM appears  in  an  unoccupied  space  within  5  feet of  you, then  disappears  1  minute  later. 
07-08  You  cast fireball  as a  3rd-level  spell  centered on  yourself. 
09-10  You  cast  magic  missile  as a  5th-level  spell. The  missiles are  the  fingers  of  the  casters  hand,  but instantly  grow  back.  Painful for  the  caster. 
11-12  The  caster’s  arms  become  vines,  but continue to  function  normally,  for  one  hour.  In  addition, entangle  is  cast,  centered  on  the  caster. 
13-14  The  caster’s  form  becomes bright and  vibrant, like  a  cartoon.  Also  confusion  is  cast centered  on  the caster.   
15-16  For  the  next  minute,  you  regain  5  hit points  at the  start of  each  of  your  turns.  Any  lost body  parts grow  back  at  the  end  of  the  duration. 
17-18  You  grow  a  long  beard  made  of  feathers  that remains  until  you  fall,  at  which  your  descent is slowed  as if  affected  by  feather  fall.  Once  you  land, you  will  sneeze  and  the  feathers  explode  out from your  face.   
19-20  You  cast  grease  centered  on  yourself,  and  your nose  becomes a  pig’s  snout until  remove  curse  is  cast on  you.   
21-22  Creatures have  disadvantage  on  saving  throws against the  next spell  you  cast that  allows  a  saving throw. 
23-24  Caster  becomes  a  squirrel  for  the  next  hour. You  take  on  all  statistics  of  the  cat as  listed  in  the Monster  Manual  with  the  exception  of  your  mental statistics and  your  hit points.  All equipment is  melded into  your  new  form.  However,  you  can  still  talk  and are  able  to  cast spells  as normal. 
25-26  An  eye  appears  on  your  forehead  for  the  next minute.  During  that  time,  you  can  cast a  force  ray from  the  eye  as a  bonus  action  using  your  spell  attack bonus.  Damage  for  the  ray  is  1d8. 
27-28  For  the  next  minute,  all  your  spells  with  a casting  time  of  1  action  have  a  casting  time  of  1 bonus  action.  Also,  you  must  end  each  sentence  with “giggidy”  or  you  become  a  frog  for  an  hour.  If  you become  a  frog,  you  take  on  all  statistics  of  the  Giant Frog  as  listed  in  the  Monster  Manual  with  the exception  of  your  mental  statistics  and  your  hit points.  All equipment is  melded  into  your  new  form. In  this  form  you  cannot cast spells,  but  you  can  talk. 
29-30  You  teleport up  to  60  feet to  an  unoccupied space  of  your  choice  that  you  can  see.   
31-32  All creatures  within  60’  teleport to  randomly swap  places.   
33-34  Maximize  the  damage  of  the  next damaging spell  you  cast  within  the  next  minute.   
35-36  The  caster  becomes the  spell’s  target.  If  caster was  already  the  target,  there  is  no  other  effect. 
37-38  1d6  flumphs  controlled  by  the  DM  appear  in unoccupied  spaces  within  60  feet of  you  and  are frightened  of  you.  They  vanish  after  1  minute. 
39-40  You  regain  2d10  hit points,  but  smell  like  a skunk  for  the  next 24  hours. 
41-42  Caster’s  head  grows  5  times its  normal  size, forcing  caster  to  fall  prone  and  reducing  speed  to  5 feet.  This  effect lasts  for  one  minute. 
43-44  For  the  next  minute,  you  can  teleport up  to  20 feet as  a  bonus  action  on  each  of  your  turns.  Each time  there  is  an  audible  “BAMF”  with  a  puff  of purple  smoke  where  you  started  and  where  your appear. 
45-46  You  cast levitate  on  yourself.  Whenever  you move  up,  you  are  propelled  by  a  loud,  visible,  green fart cloud  expelled  from  your  butt. 
47-48  A  unicorn  controlled  by  the  DM  appears  in  a space  within  5  feet of  you,  then  disappears  1  minute later. 
49-50  You  can’t speak  for  the  next  minute.  Whenever you  try,  your  voice  is  bleeped  and  your  mouth  looks pixilated.  As a  result,  you  cannot cast spells  with  a verbal  component. 
51-52  A  spectral  shield  hovers  near  you  for  the  next minute,  granting  you  a  +2  bonus  to  AC  and  immunity to  magic  missile. 
53-54  Your  spell  is  chained,  striking  1d6  random targets  within  100’.  If  your  spell  does not target creatures,  then  there  is  no  effect. 
55-56  All those  within  60  feet  must  make  a  Wis  save against  your  spell  save  or  be  frightened  of  you. 
57-58  Caster  is  affected  by  the  reverse  gravity  spell for  1  min. 
59-60  You  regain  your  lowest-level  expended  spell slot. 
61-62  For  the  rest of  the  gaming  session,  you  must talk  like  a  pirate.  If  you  fail  to  talk  like  a  pirate,  you have  disadvantage  on  all  your  saving  throws  for  the rest of  the  session. 
63-64  You  cast fog  cloud  centered  on  yourself.  The fog  glows  and  music  can  be  heard  as if  at  a  rave. 
65-66  Up  to  three  creatures you  choose  within  30  feet of  you  take  4d10  lightning  damage. 
67-68  You  shrink  one  size  category  and  a  giant, illusory  duck  appears  which  is  visible  to  all.  You  are frightened  of  the  duck  and  it chases  you  until the  end of  your  next turn,  at  which  time  you  return  to  normal. 
69-70  Each  creature  within  30  feet of  you  becomes invisible  for  the  next  minute.  The  invisibility  ends  on a  creature  when  it attacks  or  casts  a  spell. 
71-72  Your  skin  becomes  living  stone  and  you  gain resistance  to  all  damage  for  the  next  minute. 
73-74  A  random  creature  within  60  feet of  you  turns green  and  becomes  poisoned  for  1d4  hours. 
75-76  You  glow  with  bright light in  a  30-foot radius for  the  next  minute.  Any  creature  that  ends  its  turn within  5  feet of  you  is  blinded  until the  end  of  its  next turn. 
77-78  All creatures  within  100  feet of  you  heals  to full hit points. 
79-80  Illusory  butterflies  and  flower  petals  flutter  in the  air  within  10  feet of  you  for  the  next  minute.  This gives  you  half  cover  against ranged  attacks. 
81-82  You  can  take  one  additional  action immediately.  You  must  make  a  karate  noise  before taking  this  action. 
83-84  Each  creature  within  30  feet of  you  takes  1d10 necrotic  damage.  You  regain  hit points  equal  to  the sum  of  the  necrotic  damage  dealt.  Everyone  knows that  you  stole  their  lifeforce. 
85-86  You  cast  mirror  image. 
87-88  You  cast fly  on  a  random  creature  within  60 feet of  you. 
89-90  You  become  invisible  for  the  next  minute. During  that  time,  other  creatures can’t hear  you.  The invisibility  ends  if  you  attack  or  cast a  spell. 
91-92  If  you  die  within  the  next  minute,  you immediately  come  back  to  life  as if  by  the  reincarnate spell. 
93-94  Your  size  increases by  one  size  category  for the  next  minute. 
95-96.  You  and  all  creatures within  30  feet of  you gain  vulnerability  to  all  damage  for  the  next  minute. 
97  All creatures  within  100’  that  have  been  dead  for less  than  1  minute  are  raised  as zombies  under  the caster’s  control.  After  1  minute  zombies  crumble  to dust. 
98  The  spell  cast by  the  caster  becomes a  Living Spell.  Roll a  1d6.  On  a  5  or  6,  the  Living  Spell  is friendly  towards  the  caster  and  will accept commands for  1  minute  before  disappearing  from  existence. Otherwise,  Living  Spell  will attack  caster.  The  DM will choose  an  elemental  most  closely  associated  to the  spell.  The  elemental’s  slam  attack  does damage  of the  spell’s  damage  type.  On  a  hit,  the  elemental’s slam  also  activates  any  non-damaging  abilities associated  with  the  spell.  If  the  effect requires a saving  throw,  it using  the  sorcerer’s  spell  save  DC.
99  You  regain  all  expended  sorcery  points. 
00  A  cow/anvil falls  on  your  target.  Target  must roll a  Dex  save  against  your  spell  DC  or  be  crushed.  On  a failed  save  target  takes 6d6  damage  and  falls  prone.