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Critical Role Wiki
Critical Role Wiki

Shock Flare is a 1st-level spell that deals lightning damage around the caster.[3]


Shock Flare requires one action to cast, with verbal and somatic components. The spell releases a blast of electricity in a 10-foot radius around the caster, creating a bassy boom and the smell of an electrical fire.[3] Each creature within that radius must make a Strength saving throw. On a failed save, a target take 2d6 lightning damage[3] and can't take reactions until its next turn. On a successful save, the target takes half as much damage and can take reactions.[2]

When cast at higher levels, the spell deals 1d6 additional damage for each spell slot level above 1st.[2]


The first on-stream use of the spell was in "The Trail and the Toll" (3x03), when sorcerer Imogen Temult cast it in magical darkness in hopes of catching an elusive enemy.[4]

Behind the Scenes[]

Shock Flare is a reskin of the spell Arms of Hadar, dealing lightning damage instead of necrotic damage.[2] This change was made to keep Imogen's lightning and psionic spells theme consistent.[5] When informally describing the spell Imogen explained that it allowed her to become "a plasma ball".



  1. The spell was cast by Imogen when she was a level 3 sorcerer, and as such only had 1st and 2nd level spell slots.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 CritRoleStats confirmed with Matt that Shock Flare is a reskin of Arms of Hadar in "Level 4 Update: First Up!". The mechanics of Shock Flare is to be considered identical to Arms of Hadar except where otherwise noted.
  3. 3.0 3.1 3.2 3.3 See "The Trail and the Toll" (3x03) at 2:41:51.
  4. See "The Trail and the Toll" (3x03) from 2:40:21 through 2:42:28.
  5. See "4-Sided Dive: Silken Secrets" (4SDx01) at 1:13:57.