This is about beta content!
This article or section is about one or more features from an upcoming release of Jets of Time. The information presented is still subject to change. The content on this page should be re-verified once it has been released.
Elemental Rando is a (still-experimental) 3.3 beta flag which shuffles the assigned elements between player characters. Characters retain their basic tech list, but offensive spells may have their animations altered and they will do damage of the new type. If Magus rolls Fire, then his Dark Matter spell will become Flare and he can wipe encounters in the Black Omen with the best of them.
The four elements (Lightning, Water, Fire, and Shadow) are randomly assigned amongst the five player characters who can use magic (Crono, Marle, Lucca, Frog, and Magus). Each type will appear at least once, and one type will appear twice (in vanilla, the type that has “rolled twice” is Water as Marle and Frog both use it). The two characters who share a type are randomly determined.
Once the type that exists twice has been rolled, the last character is randomized: Robo's Laser Spin, Area Bomb, and Shock will each take one of the elements that is not doubled amongst the other characters. The exact permutation is random and may change between seeds that have the same doubled element.
Ayla is currently the only character not directly affected by this flag, but a flag to introduce an element to Tail Spin may be added in the future. In addition, the elements rolled by other characters may change the attributes of her multitechs.
Crono
Marle
Lucca
Robo
Frog
Magus
* Whichever of these four spells is of Magus's element will be cast with a power and MP cost of 10. The rest will be cast for 4 MP with a power of 4.8. Dark Bomb and Dark Matter will change to the element rolled.
Multitech elements are currently decided based on how many elements go into them and the combination of said elements. In vanilla Chrono Trigger, mixed elements are always Shadow. Currently this flag uses a rule that states Lightning + Water = Lightning. There is an optional “Clear Magic” rule described at the bottom of the page which means that Lightning + Shadow = Non-Elemental (Energy?).
While there are a lot of rules effecting these Techs, it isn't possible for very many of them to kick in during the same seed.
Crono's element changes: Spire, Volt Bite Marle's element changes: Ice Sword, Ice Sword 2, Ice Tackle, Ice Toss, Cube Toss, Arc Impulse Lucca's element changes: Fire Whirl, Fire Sword, Fire Sword 2, Fire Punch, Fire Tackle, Red Pin, Line Bomb, Frog Flare, Flame Kick, Fire Whirl (the good one), Blaze Kick, Fire Zone Frog's element changes: Sword Stream Robo's laser spin type determines: Rocket Roll, Twister
This list doesn't take the optional Clear Magic rule into consideration, those exceptions are below this section.
Super Volt
Double Bomb
Antipode 1, 2, & 3
Ice Water & Glacier
Final Kick
GatlingKick
Clear Magic is a flag that can be enabled alongside elemental rando. In Chrono Trigger, just about every combination of multiple elements becomes Shadow. The Clear Magic rule is that a combination of ONLY Light and Shadow (it doesn't have to be the same amount) means the resulting tech becomes NON-ELEMENTAL. Because going clear requires very specific rolls of either Lightning or Shadow for the character (or for Robo's contribution), which are limited, these are again largely mutually exclusive.
This is being developed under its own flag in case it turns out to be far more powerful than initially calculated.