As you spend 1 minute to cast this spell, a wall of water springs into existence at a point within sight range and lasts for the duration. You can make the wall of water up to 100 meters long, 100 meters high, and 10 meters thick.
When the water appears and at the start of each of your turns thereafter, each creature inside the water or whose space the water enters when it moves must succeed on a Reflex saving throw.
On a failure, it takes 8d8 bludgeoning damage and is knocked prone.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Any burning creature in the water stops burning. On subsequent rounds, the wall of water’s height is reduced by 10 meters, the damage is reduced by 1d8, and the water, along with any creatures in it, moves 10 meters away from you. When the wall of water reaches 0 meters in height, the spell ends.
Because of the force of the wave, creature must succeed on a successful Athletics check against your spell save Difficulty in order to swim. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.