As two actions, you create a wall of water on the ground at a point you can see within 20 meters for the duration.
A creature must spend 2 meters of movement for every meter it moves through the wall.
When a Large or smaller creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.
On a failed save, the creature is knocked prone.
Any burning creature in the area stops burning, any ranged attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 1-meter square section is frozen). Each 1-meter square frozen section has 5 Defense and 15 Health. Reducing a frozen section to 0 health destroys it. When a section is destroyed, the wall’s water doesn’t fill it.